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Lithe is so under used



  • ShapedShaped Member Posts: 4,908

    I sometimes get delay on dh as well but it is still really good.

    If you use it for distance even delay doesn't mean you are going down unless the killer is right behind you swinging.

  • deKlaw_04deKlaw_04 Member Posts: 2,569

    I do like mind gaming with it but man there are so many good killers that just read my moves and they make me pay for it. Got to give credit where credit is due.

  • deKlaw_04deKlaw_04 Member Posts: 2,569

    Then I was using it wrong lmao most of the time I would use it when the killer was right behind me. I used it to get to pallets to stun the killer sometimes (I can actually recall them) but yeah that’s why I probably sucked with it

  • FlimflamFlimflam Member Posts: 93

    I'd agree with this if my soloQ teams didn't drag the killer to my gen right as I use it in most games. No, im not going to walk around the map to conserve it. Lithe is a good middle ground between busted and frustrating

  • Kira4EvrKira4Evr Member Posts: 1,620

    Why use Lithe whey they can use Dead Hard✨

    Okay but, I myself don't use Lithe because it activates when you fast vault, and I want to be able to fast vault without wasting the speed boost. So I use Balanced Landing instead lmao

  • ShinobuSKShinobuSK Member Posts: 3,629

    I used to like Lithe, but then I discovered perk called Dead Hard

  • IronKnight55IronKnight55 Member Posts: 2,383

    Nerf DH and you will. SB is much better than DH in my opinion.

  • ThatOneDemoPlayerThatOneDemoPlayer Member Posts: 3,936

    Lithe, Smash Hit and Head On are my favorite Exhaustion Perks as they require skillful use and reward good play. Balanced Landing would be good too if it wasn't as map reliant

  • deKlaw_04deKlaw_04 Member Posts: 2,569

    Idk about head on needing skill but man does that perk make me rage when I play killer lmao

  • ThatOneDemoPlayerThatOneDemoPlayer Member Posts: 3,936

    Head On is pretty hard to use properly. Using it mid chase for a quick Stun is meh but using it to save a fellow Survivor while being carried or stunning the Killer while he is chasing someone else is really good teamwork and really powerful.

    Exhaustion Perks should be powerful Perks that require skill or map knowledge, which is why Dead Hard, Overcome and Sprint Burst are currently the best Exhaustion Perks, they don't need any of that or a very slight amount of it. If these 3 were toned down to the level of Lithe, Smash Hit and Head On, they'd still be useful and they will be more healthy for the game.

    Balanced Landing would need a buff aswell, maybe increase it's speed boost for 0.5-1 second, tho I hope it won't happen when maps like Haddonfield exist.

  • WretchedElkWretchedElk Member Posts: 311

    I use it all the time. I don’t know if I always get value out it.

    If only the tome had a challenge about vaulting every window that you see.

  • dictepdictep Member Posts: 791

    Do you know after a dh nerf killers will ask for a sb nerf, next will be overcome and lithe, don’t you?

  • TheGannManTheGannMan Member Posts: 8,487
  • th3th3 Member Posts: 1,697

    In order to get any use out of lithe you have to vacate the tile you are playing. I'm not always going to immediately leave the jungle gym that I'm at just because I vaulted. Thats why I don't like it.

  • TheGannManTheGannMan Member Posts: 8,487

    That’s part of the reason I think it’s balanced. You won’t get value out of it every time despite it having a powerful effect. Dead Hard you can use anywhere and will for sure get 1 or 2 uses every game while being way more powerful and is honestly kind of brain dead to use.

  • SonzaishinaiSonzaishinai Member Posts: 6,175

    Love Lithe, favorite exhaustion perk since i started playing.

  • killer998killer998 Member Posts: 46

    Lithe and all the other exhaustion perks are definitely under used. I personally think overcome, the new one, is also good.

    But Dead hard is just TOO good there's no reason to not run it. I personally think you are actually doing damage to the team not running dead hard. The insanely ridiculous plays and value you can gain off it compared to the other exhaustion perks, and the fact you can mess with the killers mind with that noise that you are hit the odd time adding to the strength of it. I was playing killer a while ago and I had a Kate at a pallet. she'd dead harded but she didn't have the dead hard animation. I thought I downed her as result since she screamed and slowed down and out played her. But Dead hard mixed with the scream and the fact It didn't animate at the pallet completely messed with my brain and she got away.

    It's just too good, best perk in the game atm I think.

  • RakimSockemRakimSockem Member Posts: 1,679

    Lithe has always been my favorite exhaustion perk and I will still argue it's as good, if not better than every other exhaustion perk. But then again, I'm also one of the few people who thinks dead hard isn't any better than the rest of the exhaustion perk and prior to them providing the hit validation, it was actually the WORST exhaustion perk

  • Jacoby2041Jacoby2041 Member Posts: 841

    I like exhaustion perks that have some kind of condition to use like Lithe, BL, Smash Hit. Might not always be better than some of the more meta ones but they're definitely more fun imo

  • AkumakajiAkumakaji Member Posts: 1,125

    IMO DH for distance is the only funktion DH should have. All other exhaustion perks in essence give you distance when you satisfy their condition, be it vaulting a window, smacking the killer with a pallet, dropping some distance or even being conservative with your running, they all give you 150% speed for a couple of seconds. And if DHs only power was gaining distance on command, as long as you are wounded, well, than I would be fine with that.

    But DH is the ONLY perk in the entire game that gives you i-frames, and they are very, very frustrating. When someone uses their perk, gains some distance and if out of your clutches, yeah, that can be annoying, but whatever, thats just their build. And when someone is using DH to make a run for a window thats somewhat ok for me. But its the countless times where the i-frames just save someones butt who just shouldn't get away from you. Who made some pretty bad mistake, and then i-frames through your hit/eats your power and leaves you with nothing for your hard work.

    DH also allows you stuff like dashing through a killer who body blocks a door or through Trappers beartraps, it invalidates so many core elements of the game and is so extremely versatily: distance on command, i-frames on command, dash through traps on command, dash through the killer on command. Most of these instances could be a seperate perk and would still be considerd viable, but that they are all rolled into ONE perk and apparently talking about this as a problem and just weak killer talking "just git gud bro" just baffles my mind.

    The talk of "they nerfed old Undying/Ruin because it was overused by 80%" is of course dumb. There should be no revenge at your mind when nerfing something or some nerfing "we lose one thing, I lose one thing". Things need to be nerfed when they step vastly out of line, not because you can't think of something else to nerf or whatever, but this perk, it is truly overused.

    Usually when one option is vastly picked more often instead of others in its class and practically becomes a no-brainer/autopick, unless your build has something other in mind, then this usually is a good indication that said option is too strong. Borrowed Time has a similar high pickrate to DH, maybe a bit less, but here its born out of nessecity. Being tunneled out of the game without any chance of escape plain sucks, so it makes sense that a lot of survivors want some kind of protection against that, and while some people argue against certain (miss)usages of BT (bodyblocking without fear of retaliation instead of just getting away), I guess pretty much no one is arguing against its base idea. But dayuuum, playing your chase perfectly and then having your hard work taken away from you, just at the press of a button, and NOT even messing up, thats just disheartening. DH might be "fair", as in "used as intended" in years with the hit validation, but as its buggy state was somewhat balanced, it now shows how utterly unbalanced its core principle is, no that it works everytime.

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