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报告翻译问题
Hmm. While it's clear that the game will stop considering it a chase if there isn't any actual chasing going on for a while, I never really thought about the details all that much until this conversation. I suppose it does make sense that the game would probably have a sort of invisible "meter" that builds toward bloodlust and then starts to deplete whenever the survivor manages to disappear from view.
Essentially this makes catching up to an injured survivor hardest for Huntress, Trickster and Hag. Two of which use ranged attacks, and the Hag which has often relied on teleportation with traps to close most of her distance anyway. Pretending that the three aforementioned killers are getting most of their injuries and downs via straight walking and M1 is laughable if you've played many matches as or against any of them; the reason they are slower to begin with is due to their abilities.
Generally speaking, being injured makes a team vulnerable, and a team without exhaustion perks is made even more vulnerable regardless of a 3% speed boost, especially against killers who can throw things at you. They are effectively operating at 3 perks one way or another if they choose to bring an exhaustion perk.
Without an exhaustion perk, survivors will have no method to create distance early in a chase depending on gen position, which may result in an early chase advantage for the killer. This should help offset the increased speed the survivors get after injury.
Speed Boost is something that has to be handled really carefully, specially for survivors, and giving whats essentially a permanent 3% speed boost when injured, its too strong, you might think it isnt much, but trust me, even that amount can be the difference in reaching the pallet/vault.
If anything his 110% movement speed is already unjustified on its own accord.
No line of sight means the chase drops which means no blood lust. Chase is only maintained if line of sight is kept, regardless if they're close enough to initially get in a chase.
So say if I get in a chase, run to a tall rock, and loop around it without the killer able to maintain enough visual contact of my character, then the chase is dropped and there's no blood lust.... Something I've also managed to do against 110 killers who didn't loop tightly enough at just 100% movement speed.
If you think a 3% speed bonus on an injured survivor is going to render a killer obsolete, then that feels like a skill issue. The 4.6m/s killers might notice a slight difference, but only for half of every chase, without pesky exhaustion perks to get in their way, and if the survivor uses one then it's just current day DBD.
Saying it can make the difference between hitting a vault/pallet or not is meaningless - it can also result in zero value because you aren't close enough to reach a vault/pallet even with it. The speed may help a decent survivor loop a pallet in a safer manner. In the matches I run, the good teams don't have a problem without it, and with this perk they will lose all those amazingly good (and frustrating) Lithe and Balanced Landing plays. Is 3% bonus for the duration of your injured state better than a good Balanced Landing to a solid tile play? It depends, because like everything in DBD, it's situational.
Funny you say 3% won't matter, and yet all the players who play the game for thousands of hours as a job are calling the perk S-tier.
3% movement speed alone lets you gain significantly more distance to reach a pallet against M1 killers, which means you are far, FAR less at risk of dead-zoning yourself. It means you can be hell of a lot more risky in your positioning as a survivor and still reach a pallet.
3% movement speed doesn't mean chases will last only 3% longer. It means Instead of losing 0.60 meters a second or 0.40 meters of distance as a survivor against 115/110 killers, you are only losing 0.48 meters a second against a 115% killer, and only 0.28 meters of distance as a 110% killer, as survivors run at a base of 4.00 meters a second and the perk allows you to run at 4.12 meters a second. And that's assuming both killer and survivor are moving in a straight line.
Due to how looping works because survivors are smaller than killers, they can hug and wrap around objects tighter than killers, that 3% bonus isn't just an extra loop. It's multiple. It massively extends the distance to which a survivor can reach a pallet or window, which makes chaining specific tiles much and reaching them, MUCH easier.
Oh wait! There is one.
In addition the 3% speed bonus is completely useless against a certain number of killers.