How to bring every Exhaustion Perk to Dead Hard Level

Sprint Burst. Press E while walking to activate 2 seconds of haste. The pause from walking and the lack of Invincibility Frames would make the timing different from Dead Hard but it would be similar.
Smash Hit. 4 seconds of haste after dropping a pallet.
Head On. Make no sound while entering a locker with the perk active. Basically give it Quick and Quiet built in.
Balanced. Rework the maps so every single map has guaranteed drop points.
Lithe. Still 3 seconds of haste but make it activate-able by pressing E within 2 seconds after completing a vault action.
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DH needs to be brought down to their level, not them up to DH. Head On and BL are probably the ideal level.
Head On and Balanced Landing are the worst, most niche exhaustion perks.
Sprint Burst would literally be objectively better than Dead Hard if it was like that.
Ok. Maybe Sprint Burst is activate-able while running and in the healthy state by pressing E. And its still only 2 seconds of 150 haste.
I can't think of one exhaustion perk that needs a buff.
Not even Head On??
It has a VERY generous range.
Feels like I'm getting the Survivor version of Freddy lunge.
Especially Head-On
You haven't seen Balanced Landing in Haddonfield I assume. It's OP there and survivors always bring a Haddonfield offering when they use it.
It's nowhere near as bad as it used to be. Trust me.
That's the point. An exhaustion perk shouldn't be over tweaked to gain an incredible leverage over the opponent. Sprint burst is strong, but in the correct sense. Dead hard has both invincibility frames and distance. Honestly, there should only be one or the other. Not two. That's why there is a good amount of complaints for it, you don't have to do anything specific to warrant this ability, you just get a free second chance.
Head on isn't bad. I'm not saying you are, but the main thing is not be extremely obvious about it. I can tell you how many times I avoided a Head on because I expected it. What you gotta do is surprise the killer. I'd say it's more of a teamwork perk, I helped saved other survivors with the perk because it distracted the killer.
It doesn't matter if you don't make it obvious, once the killer knows you have Head On, they won't get close enough to lockers for you to use it, they'll just bait it out.
oh dear lawd
As someone who uses this perk all the time, all I can say is map out your areas and choose the right moments to use it. There are a good number of lockers next to small corridors or ideal openings for the killer. It's a surprise tool, not a spam tool. You gotta make the killer temporarily forget about it, if they're not doing anything in the moment, of course they'll remember about head on, but if they're in a middle of something extremely important, you got your chance. Head on is a mind game.
Or they could rework the unecessary and extremely strong mechanic that kind of ######### up the balance of the game by providing free distance and basically making survivors shoot themselves in the foot by not bringing them because they're so ######### ridiculous.
And they are two of the absolute strongest perks in the game. If Dead Hard and Sprint Burst were deleted, everyone would be using Lithe or Balanced Landing.
Edit: Head On is already pretty commonly used, I doubt that one would change.
yeah, instead of removing the activation requirements from the other Exhaustion Perks we should rather add one to Dead Hard so its not freely activatable at any point in a chase after the survivor got hit once.
honestly, why not scrap the current "requirement" of being injured and add something new entirely? something like "after being in a chase for X seconds without getting hit, Dead Hard activates"
Hate to tell you. Sprint burst is better then dead hard
BL is the most situational exhaustion perk, that can even be useless on certain maps. That's definitively not the ideal level.
Ever used dead hard? It doesn't sound like it.
So you like almost useless Perks, eh?
Bringing Perks to BL-Level would mean that they will not be used at all.
I agree other exhaustion perks could use some buffs but not to DH level. That would be like making all killer's Nurse lvl.
DH would be easy to change, just remove the invincibility from it and keep the dash. Solves a lot of problems on both sides:
As compensation, I'd like to see the distance this perk covers slightly increased as well as the speed curvature being slightly more aggressive. We could experiment with other compensation changes, but I don't know how much TO compensate since I don't know how damaging removing the invincibility from DH is.
That might actually make Dead Hard stronger. Dodging an imminent attack is the weakest use of Dead Hard - barring Huntress/Deathslinger shots, you don't buy yourself significant time by doing this, because you're still right next to the killer and they can just hit you again. The speed boost to the pallet or window lets you make it a few more rounds around your current loop, or even make it to another tile. Turning it into a pure 'gain distance on command', and increasing the amount of distance, makes the headachey part of this perk headachier while weakening the part that killers could afford not to care about.
A literal 3rd health state every 40 seconds is supposed to be niche.
What we have now with things like DH is a literal 3rd health state for zero cost, zero requirement, zero downside, and not situational at all. That is the epitome of bad design and unbalanced.
You either have effects that are strong but situational or weaker but very common in activation. Perks like DH are literally strong and common.
There is absolutely zero reason you would not be running an exhaustion perk, especially ones like DH, on every. single. match., Unless you literally just did not care about winning. That is once again, the epitome of poor design.
Every perk choice should be a weighing of the pros and cons associated with choosing it. DH has none of that. A few other exhaustion perks as well if you wanna go there.
I'd actually like the complete opposite. Keep the immunity, ditch the distance.
Why?
The issue with the perk is not the immunity, it's the distance. You can bait out the immunity, IE "counter play". However the distance when used correctly has no counter play. You essentially greed every single loop, if they respect it, free loop, if they don't, you DH for distance and make the loop anyway.
We want to keep the part that has counter play and get rid of the part that doesn't.
Yes. I have. Both survivor and killer.
So I reiterate, it's getting to that point where it's one or the other. Even behavior said themselves "perks that have the highest pick rate might be tweaked for balance reasons" Such as Ruin and Balance Landing. God forbid they do the same to dead hard, but if they do nerf it, I'd say one of those has to go. Hopefully that doesn't happen
Bring back old balanced and rework Haddonfield. Then rework the perks to be at that level. I think that's balanced.