Exhaustion Perks

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Exhaustion Perks are PerksIconHelp perks.pngIconHelp perks.pngIconHelp perks.png that interact with the Exhaustion Mechanic, which was first introduced with Patch 1.5.0.

The mechanic intends to prevent Survivors from chaining multiple sprint-inducing Perks together in quick succession, which was a major balancing issue before the introduction of the Exhaustion Mechanic.

Nowadays, the mechanic can also affect Perks that have a very strong effect that should receive a substantial cool-down and does not necessarily induce a sprint burst.

There are currently 16 Exhaustion Perks available in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png.


Overview

Exhaustion Perks are unique to Survivors and generally provide their user with a temporary speed boost upon activating them.
Some Exhaustion Perks, however, may only just stun the Killer or interact with the mechanic while not necessarily benefitting from it.


Exhaustion Perks

Adrenaline Adrenaline You are fuelled by unexpecting energy when on the verge of escape.

Once the Exit GatesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png are powered, Adrenaline activates:

  • Instantly heal the equivalent of 1 Health StateIconStatusEffects healing.pngIconStatusEffects healing.pngIconStatusEffects healing.png.
  • Grants a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 3 seconds.
Adrenaline ignores an existing ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect , but causes it for 60/50/40 seconds.
Background Player Background Player You are not usually the centre of attention and in some cases, this can be a good thing.

Whenever another Survivor is picked up, Background Player activates for 10 seconds.
Starting to run while it is active causes the following effect:

  • Grants a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 5 seconds.
Background Player causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 30/25/20 seconds.
Background Player cannot be used when Exhausted.

"You forget about me?" — Renato Lyra

Balanced Landing Balanced Landing Your agility and cat-like relexes are incomparable.

After falling from a height, you benefit from the following effects:

  • Reduces the duration of the Stagger upon landing by -75 %.
  • Suppresses all noises related to falling from height.
  • Grants a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 3 seconds upon landing.
Balanced Landing causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Balanced Landing cannot be used when Exhausted.

"I have jumped from higher places." — Nea Karlsson

Blood Rush Blood Rush Your mind and body are honed for great feats, allowing you to push through with extra effort when necessary.

After unhooking yourself or being unhooked, Blood Rush activates for 40/50/60 seconds:

  • Press the Active Ability button to instantly recover from the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect.
Blood Rush is deactivated after use or performing a Conspicuous Action.
Blood Rush is disabled for the remainder of the Trial once the Exit GatesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png are powered.

"Just gotta... push through!" — Renato Lyra

Buckle Up Buckle Up "Unlocks potential in your Aura-reading ability."

When healing a Survivor in the Dying StateIconHelp dying.pngIconHelp dying.pngIconHelp dying.png, Buckle Up activates:

  • The AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of the Killer is revealed to the both of you.
  • Completing a Healing Action on the dying Survivor suppresses their Scratch MarksIconHelp scratchMarks.pngIconHelp scratchMarks.pngIconHelp scratchMarks.png and grants them a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 3/4/5 seconds.
Buckle Up does not cause the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect.

"Ghost beaters never leave a man behind." — Ash Williams

Dead Hard Dead Hard You can take a beating.

After being unhooked or unhooking yourself, Dead Hard activates whenever you are injured and running, and allows you to tap into your adrenaline bank to avoid taking further damage:

  • Press the Active Ability button to trigger the EnduranceIconStatusEffects enduranceSurvivor.png Status Effect for 0.5 seconds.
Dead Hard deactivates after use.

Dead Hard causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Dead Hard cannot be used when Exhausted.

"We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another.
I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!".
It were a right dust up, I swear down!" — David King

Dramaturgy Dramaturgy When people bring you on to their project, they do so because of the unexpected magic you bring to your performance.

Whenever you are HealthyIconHelp healthy.pngIconHelp healthy.pngIconHelp healthy.png, Dramaturgy activates:

  • While running, press the Active Ability button to run with knees high for 0.5 seconds to gain a +25 HasteIconStatusEffects haste.png Status Effect for 2 seconds, followed by one of the following effects:
    • Suffer from the ExposedIconStatusEffects exposed.png Status Effect for 12 seconds.
    • Extend the duration of the Haste Status Effect by another 2 seconds.
    • Scream, but without notifying the Killer.
    • Receive a random ItemIconHelp items.pngIconHelp items.pngIconHelp items.png of Rare Rarity, with a random selection of Add-onsIconHelp addons.pngIconHelp addons.pngIconHelp addons.png attached to it, automatically dropping any previously held Item.
  • The same effect cannot happen twice in a row.
Dramaturgy causes the ExhaustedIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Dramaturgy cannot be used when Exhausted.

"Take the part. It's a good movie, he says. What's the worst that can happen?" — Nicolas Cage

Head On Head On "When your mind is set, there better be no one standing in your way."

After hiding in a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png for 3 seconds, Head On activates:

  • Performing a Rush Exit out of the Locker stuns a nearby Killer for 3 seconds.
Head On causes the ExhaustedIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Head On cannot be used while Exhausted.

"People are remembered for the challenges they overcome. You can run away and forget what you're capable of or you can face your fears and remind the world of who you are." — Jane Romero

Iron Will Iron Will You are able to concentrate and enter a meditative-like state to numb some pain.
  • Reduces the volume of Grunts of Pain while in the Injured StateIconHelp injured.pngIconHelp injured.pngIconHelp injured.png by 80/90/100 %.

Iron Will cannot be used when suffering from Exhaustion, but does not cause the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect.

Lithe Lithe Whenever you perform a Rushed Vault action, Lithe triggers its effect:
  • Grants a +50 % HasteIconStatusEffects haste.png Status Effect for 3 seconds.

Lithe causes the ExhaustedIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Lithe cannot be used when Exhausted.

"U mad?" — Feng Min

Made for This Made for This "You were born to survive, and raised to adapt."

Whenever you are in the Injured StateIconHelp injured.pngIconHelp injured.pngIconHelp injured.png, Made for This activates and you benefit from the following effects:

  • Grants the EnduranceIconStatusEffects enduranceSurvivor.pngIconStatusEffects enduranceSurvivor.pngIconStatusEffects enduranceSurvivor.png Status Effect for 6/8/10 seconds, after completing a Healing action on another Survivor.
  • Grants a 1/2/3 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect while running and also suffering from the Deep WoundIconStatusEffects deepWound.pngIconStatusEffects deepWound.pngIconStatusEffects deepWound.png Status Effect.
"I didn't come here to be robot food!" — Gabriel Soma
Overcome Overcome You have calculated how much energy you can risk to expend.

Becoming injured by any means triggers Overcome:

  • Extends the duration of the On-hit Speed Boost by +2 seconds.
Overcome causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Overcome cannot be used when Exhausted.

"After careful analysis, we are getting the hell out of here!" — Jonah Vasquez

Rapid Response Rapid Response "When the moment comes, you give it your all.
Your survival depends on it."

After performing a Rushed action to exit a LockerIconHelp lockers.pngIconHelp lockers.pngIconHelp lockers.png, Rapid Response triggers its effect:

  • The AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png of the Killer is revealed to you for 2 seconds.
  • Causes you to suffer from the ExhaustedIconStatusEffects exhausted.png Status Effect for 30/25/20 seconds.
Rapid Response cannot be used while Exhausted.

"All right. You got this. 3... 2... 1... go!" — Orela Rose

Smash Hit Smash Hit When your rival makes a mistake, you seize the opportunity.

Stunning the Killer with a PalletIconHelp pullDown.pngIconHelp pullDown.pngIconHelp pullDown.png triggers Smash Hit:

  • Grants a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 4 seconds.
Smash Hit causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 30/25/20 seconds.
Smash Hit cannot be used when Exhausted.

"I have dealt with psychopaths in suits. You're just uglier and worse dressed." — Yun-Jin Lee

Sprint Burst Sprint Burst Starting to run triggers Sprint Burst:
  • Grants a +50 % HasteIconStatusEffects haste.pngIconStatusEffects haste.pngIconStatusEffects haste.png Status Effect for 3 seconds.

Sprint Burst causes the ExhaustedIconStatusEffects exhausted.pngIconStatusEffects exhausted.pngIconStatusEffects exhausted.png Status Effect for 60/50/40 seconds.
Sprint Burst cannot be used when Exhausted.

"See you if you can catch up..." — Meg Thomas

Vigil Vigil You look over your friends even in dire situations.

Vigil extends its effect to all Survivors within 16 metres of your location and lingers for 15 seconds.

"I am gonna be here when you wake up. You are gonna make it." — Quentin Smith


Trivia

  • The first two Exhaustion Perks were categorised as such retroactively, because they already existed in the game before the mechanic was conceptualised and implemented.
    • Indeed, it was the chaining of Sprint BurstIconPerks sprintBurst.pngIconPerks sprintBurst.pngIconPerks sprintBurst.png and Balanced LandingIconPerks balancedLanding.pngIconPerks balancedLanding.pngIconPerks balancedLanding.png that prompted the Developers to come up with a mechanic that would prevent this.