comrad101
comrad101
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Look at the speed at which the bricks you walk by at the very start go past you. For both killers they appear to be moving at the same speed. As many have pointed out, it really does look like the RNG played a role in skewing perceptions. I think it probably does merit a more conclusive test though, just for certainty's sake.
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I believe a speed reduction over three seconds, like the second option suggested by the OP, would be a step in the proper direction as it would potentially take care of the annoying technical invincibility sprint burst grants. From what I understand, it happens because from the game's perspective the survivor is moving faster than the killer's lunge, which in turn means if you're trying to lunge at them from behind you can technically never catch up to their hitbox. Slowing the speed of SB should help with that, in theory at least.
There is a second change which gets brought up time and time again: make it so exhaustion can't cool down while you're running. As someone who has been on both sides of it often enough, hitting a sprint burst mid-chase or after a DS feels extremely cheap, undeserved and powerful, especially with the amount of safe pallets and strong window loops spread throughout most maps.
If there was some skill involved, as is the case with dead hard for example, I don't believe there would be any problems with it. But as it stands, SB is arguably the most powerful and brain-dead perk with little to no counter-play, depending on the killer you're playing. It eliminates virtually all need for anticipation, general awareness and positional understanding... and it's something I learned the hard way when I stopped using exhaustion perks completely after a few hundred hours.
Additionally I also believe this change to the way exhaustion works would force SB users to actually move more slowly and conserve their sprint for the chase rather than just run around the map, which in turn just might slow down the game a bit.
All in all, I believe it would be beneficial to try and turn it into a perk which still requires some skill and understanding to pull off rather than the simple get-out-of-jail free card it might as well currently be. Yes, those nerfs would be pretty significant from what it is now, but in my opinion survivor perks should never actually be this powerful because of two main reasons: they can be quadruple-stacked, and the game's core mechanics and defensive resources already heavily favour survivors over killers (provided they are of similar skill levels and both sides actually try to win instead of memeing).