Reworking the not good exhaustion perks
While i don't think this is really necessary, i think chase perks are fun. So here’s some buffs and reworks to the weaker exhaustion perks:
Balanced Landing (Rework): The perk now generate tokens up to 4, at the rate of 1 each 30 seconds of chase, when falling from a great hight all the tokens are spent and reduce the fall stagger by 25% for each token spent. (So the perk as nothing to do with exhaustion, but if people think this is too strong it could have the iron will effect of not activating while exhausted, just an idea)
Head On (Buff): Successfully stunning the killer gives a 3 seconds sprint 150%, just like all exhaustion.(Right now head on is the perk for people that want to frustrate the killer or when you have a stun challenge, i think giving the player more safety after performing the play, while not increasing the stun duration would be good, as a side note that could be another way to buff DS while not increasing the stun timer)
Overcome (Buff): Make it activate from endurance hits, just so it protects against a tunneling killer
Smash Hit (Rework): Now you receive a 10 second Haste 10% each time you stun the killer, the perk deactivates while exhausted. (Numbers could be tweaked, i just used the basekit BT numbers).
Even if some of these changes are broken, they might be idk, i just wish we could get more chase perks and less gen perks, this new chapter only has gen perks for the survivor, and the ones before also added quite a few.
Comments
That would be insane, having sprint burst/lithe and DH in the same build, that would be really broken.
While i see the point you make that balanced landing and smash hit aren't bad, the problem is that they are exhaustion perks, they are to situational while the others are generally applicable. Thats why i would prefer if they weren't exhaustion and would be used more often. Because a perk that counters fall stagger or gives you a benefict from stunning a killer sound nice, but making them exhaustion is a no go for me and probably a lot of players, since lithe, SB and DH are the most used for being generally in most situations
I feel like smash hit should activate when you drop a pallet by default.
It would give 3 seconds of running speed when you drop a pallet + a bonus 2 seconds if you actually manage to stun the killer.
The perk would be still bad. It would basically promote wasting pallets. It would be like sole survivor or left behind kind of perk - helps you, but makes it harder for your team. I think a different buff would be better
Survivors already waste pallets without Smash Hit. I don’t see the difference
I see you want dead hard to be on 4/4 survivors, instead of the paltry 3/4 we have currently.
Eh I mean it'd probably be too OP to have a full second but I think 0.75 seconds is a good middle ground between not too OP while still remaining skillful
your balanced landing suggestion is not a rework but a straight up nerf. The perk is not OP in any way, and half the time doesn't work.
Your suggestion is overcomplicating a non-complicated perk whilst also making it useless.
Your suggestion for overcome is also too much. That kind of change would make the perk meta and even more toxic than dead hard
I don't understand why you would like to take away the variety of exhaustion perks that players can choose from. If you don't like that balanced landing grants a sprint, that's fine, don't use that perk.
A lot of people prefer having that exhaustion perk and you're suggesting its complete destruction. Removing the fall stagger is nothing, that's not enough for a whole perk. The sprint is the thing that makes the perk usable.
The issue that balanced landing has is bugs that can prevent it from working as intended and bad map design.
I like balanced landing and plan my chases around that perk and in what moment I can choose to use it. I don't like sprint burst because it forces me to walk. I don't like DH or Lithe either. I like to loop, not vault and go to narnia. These perks to me are less useful than balanced landing
Agreed with BL. I would be sad if my only way to trigger sprint would be wasted on stagger, because I didn't get time to charge it up.
Disagree about overcome though. Making it a bit harder to tunnel (because that's the only thing this would change - remember it will not give you sprint again if you got hit mid chase once) is not reason for it to become meta and too OP. You shouldn't tunnel off hook in the first place
If overcome gives endurance, it means that you can technically have endurance every 40 seconds + an additional sprint after you get hit, making it stronger than Dead Hard.
You can get unhooked, then hit, then sprint away for additional seconds + the haste from getting unhooked. Then you can mend, get the 40 seconds off your shoulder and then boom again with endurance.
You would be taking away the part of the perk that says the sprint triggers when you become injured and making it, that you get the additional sprint after getting hit and if the hit means a down that you get an additional health state. So you can be running around injured the whole game and still have 2 health states the whole time.
You forgot about 2 things.
A, exhaustion does not charge in sprint, so those 40s are totally unreal. And if you have 40s "free time" then you can already heal making 2nd overcome work already (but that is not usual case - killer will most likely stay on you)
B, if you leave yourself wounded and somehow charge back exhaustion - how will you trigger deep wound? You can't use DH, because that's also exhaustion perk. OTR was already used, bt expired, MoM is bad perk so if you combo it to slightly less bad combo (and you somehow charged it), then good for you I guess. The only arguable benefit is from styptic, but this will be televised really well (meaning you know it's not syringe), so even if this is 1x very good combo, it's not broken good.