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Dead Hard Change Suggestion to Combat Latency and "Exhausted on the Ground"
Suggestion: Change Dead Hard to activate an auto-dodge for a short amount of time (0.5 seconds, 0.75, whatever feels right) when the button is pressed. During this time the Survivor will become invulnerable, and will automatically dash forward if an attack connects. As before, they become Exhausted after activating Dead Hard regardless of whether or not the dash occurred.
Dead Hard has become notorious for failing to activate due to the effects of latency in the client-server environment. Because the Killer has authority over whether or not their attack connected, often a "yes" will come through to the server before the Survivor's input is read, even if the Killer hasn't visibly swung on the Survivor's screen. This proposed change accounts for this latency by granting the Survivor a larger window in which their ability is active, as attempting to dodge on reaction is essentially futile. This change maintains the spirit of the move and still requires the Survivor to use it with proper timing. This also addresses the infamous "dead hard for distance", as the actual dash won't occur unless the Killer attacks.
- Press the Active Ability button while running to prepare your body and heighten your senses.
- While prepared your reflexes kick in, helping you avoid all incoming damage.
Causes the Exhausted Status Effect for 60/50/40 seconds.
Dead Hard cannot be used when Exhausted.
You do not recover from Exhaustion while running.
Comments
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For a possible solution, yes, I agree
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Yeah I guess, but then people would complain because you could no longer use dead hard for distance
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Something needs to be done about the inexcusable state of this perk.
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You didnt mention that Dead hard can only be used when injured.
Beside, some Killers able to act like they're about to attack, but not. Make survivors do a fail dead hard, and Killer able to down them. With your idea, its pretty much immune to an incoming attack at all time. It will become the best exhaustion perk.
I may say that there should be some requirement, perhaps 3sec to preparing, and 10sec timer. When the timer is gone, you will able to get hit, and have exhausted.
The problem is the same as Head on, 3sec waiting and you have unlimited time of immune from Killer to open locker. There should be a timer to make it deactivated.
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You completely misunderstood my suggestion. Hitting the button still exhausts you, regardless of whether you actually dodge a hit or not. A half-second window is all that's needed to counter latency issues. You don't need start-up time.
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