Exhaustion Perks, and what they do.
Exhaustion Perk guide for new players.
Sprint burst, let's you get out of a unsafe position. Also can get you to places faster when needed.
Drawback: must walk unless exhausted so you can use it when needed.
Difficulty: easy
Lithe: Gain distance during chase, and get out of unsafe window loops.
Drawback: only available in chase. No extra bonus like balanced landing.
Difficulty: easy
Balanced Landing: Allows for distance gain, fast travel, and no need to not run like SB. Allows new loops thanks to decreased drop stun.
Drawback: can be heavily situational and some maps lack drop points.
Difficulty: medium
Dead Hard: Make a pallet/window you normally wouldn't make. Cause killer to miss a lunge for more distance.
Drawback: easiest exhaustion perk to be countered by the killer.
Difficulty: (dead) HARD
Adrenaline: End game boost that can save you from a potential hook. Allows for risky plays end game. Can counter end game camping if hooked when adrenaline goes off
Drawback: extremely situational. You may go your whole game only to die before you can use it. Meaning you are a entire perk down for most of the game.
Difficulty: unidentifiable. Easy to use, hard to get it to be useful because you must survive the entire match. Take you pick.
Sprint burst, let's you get out of a unsafe position. Also can get you to places faster when needed.
Drawback: must walk unless exhausted so you can use it when needed.
Difficulty: easy
Lithe: Gain distance during chase, and get out of unsafe window loops.
Drawback: only available in chase. No extra bonus like balanced landing.
Difficulty: easy
Balanced Landing: Allows for distance gain, fast travel, and no need to not run like SB. Allows new loops thanks to decreased drop stun.
Drawback: can be heavily situational and some maps lack drop points.
Difficulty: medium
Dead Hard: Make a pallet/window you normally wouldn't make. Cause killer to miss a lunge for more distance.
Drawback: easiest exhaustion perk to be countered by the killer.
Difficulty: (dead) HARD
Adrenaline: End game boost that can save you from a potential hook. Allows for risky plays end game. Can counter end game camping if hooked when adrenaline goes off
Drawback: extremely situational. You may go your whole game only to die before you can use it. Meaning you are a entire perk down for most of the game.
Difficulty: unidentifiable. Easy to use, hard to get it to be useful because you must survive the entire match. Take you pick.
Comments
sprinburst
Drawback: need to do gens from time to time
dead hard
drawback: latency
Dead Hard - "I pressed E, wth!"
Where is adrenaline?
Why do you think that there's a need for a thread like this?
I doubt new players will search for a random forum thread first thing when they don't know what an exhaustion perk does.
I'm really liking my games having dropped Self-Care in favor of Iron Will + Adrenaline. Self-Care really takes away from the team gameplay in my opinion.
I use pharmacy. It has its downsides but also doesn't waste as much time. Also botany or we'll make it.