"Dead hard is not strong, you can just bait it out"
There are many threads about Dead hard, people say its super strong when used for distance in a loop.
And I agree with that, but every time someone talks about it people come out and say its easy to bait out.
So how do you do it? How do you bait it out in a loop and counter it?
I really think that people that defend this perk dont know how its used for distance in loops.
But they say they know exactly.
So please explain me how to play around it, how do I bait it out?
Comments
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The only bait you can do afaik is waiting until you're pretty much touching their back or you do a quick flick upward and that can sometimes make the survivor think you're starting your hitting animation
However this isn't foolproof and people who know how to use Dead Hard well won't fall for this easily
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Spoiler : You cant.
Just like pretty much EVERY SINGLE THINGS the survivor mains like to tell you, it's a lie.
You CANNOT "bait" deadhard when it's used well, ie, when it's not just used to gain half a meter when the killer is right up your ass in an open field.
Using it well is done when it will give you the extra security to reach a window or palette in a loop or chase, and that's it. And when its used there, it almost reset what should have been a finished chase and can drag it for another extra minute or more. THIS is why Deadhard is strong, just like all good tools, it depends on how you use it.
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well thats common sense, but me and other people dont have a problem with this, the problem lies in loops.
if the survivor loops you and you start catching up slowly, the outcome will always be the same:
loop around the pallet two times, killer catches up where he would get you, but on the third loop you use DH for distance and drop the pallet.
in my world theres no counterplay to this, but people keep telling me thee is. so how is my question
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Well, both are correct. Dead-Hard is great because it is always available once you are injured, as opposed to other exhaustion perks, and therefore can be used in almost any chase. It is that last bit of distance you need if you overestimate yourself on a loop, or the little burst you need to make it to a pallet or window and extend a chase. It's extremely powerful.
It just doesn't give as much distance as Sprint Burst or Lithe does. It can't fix the major oopsies like working on a gen in a dead zone and here comes the killer, etc. It lets you be incredibly greed in a chase while injured, but if you're healthy and mispositioned, you're basically a free hit for the killer. At the same time, if you're really outpositioned, the perk is pretty useless because once it is baited out of you, you're going down.
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I love these threads but I feel sorry for that clown guy.
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How am I supposed to do that on Console? We can't flick.
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You have to get close enough and not swing early. Which is what the survivor is going to hope for. This is particularly easy in dead zones.
In tiles you are gonna have to out-position the survivor so that they’ll mess up their DH, and either overshoot their distance at a pallet or not have enough time to get to a window.
Some pallets you’re just gonna have to eat either way. Especially if there is no LoS to mind-game at.
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Best advice is to just get as close to them as possible if you're anticipating dead hard
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Dead hard is strong, but doesn't really need a nerf
Certain killers can tap their power to bait deadhard (like wraith). If you don't have that luxury, you need to get a bit closer than usual and they'll probably dead hard. If they don't it's a free hit. Don't swing immediately tho, wait it out for a couple of seconds.
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Why does the killer need to bait it when it isn't used to miss a hit?
THE PERK IS USED TO GET AN EXTRA LAP IN A LOOP OR TO MAKE A WINDOW THAT WAS TO FAR AWAY NO MATTER WHAT THE KILLER DOES BECAUSE THEY HAVE NO SAY IN THE MATTER OR EVEN COME INTO PLAY
Please read it.
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People really underestimate how much difference a small distance like deadhard matters.
The only way to beat deadhard for distance is to always catch people of guard and never let them loop.
Which just isn't reasonable against survivors with decent map awareness.
Honestly it wouldn't be so bad if the exhaustion timer was a bit longer. Survivors bassicly have it available every chase.
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I would absolutely love it if we could finally get a decent exhaustion per.
Mindbreaker is only ok against Sprint Burst as Stealth Killer and Blood Echo is only really consistent with Plague and Legion
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Theres also killer specific fakes. Tapping your power button as wraith causes him to move his weapon, which looks like the beginning of the attack animation.
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You can't. You walk to their back and try to get them to misuse it. It's not so much counter play as much as praying they make a mistake.
That said, there are some killer specific fakes or tricks.
Wraith - Bell Tech. Basically, tap m2 as if you were going to cloak and it'll make a rattle noise identical to what survivors hear when you are about to attack.
Demo - Hold the shred at their back for a moment. Either they use DH or get hit by an attack too fast to react to. Only thing they can do is guess and pray they timed it right.
PH - some survivors get fooled by his M2 animation where he's putting his sword in the ground and DH in panic.
Clown/Freddy - this isn't so much as bait, as much as diminishing its value. Their power pretty much destroys the distance gained by DH, although they will keep the i-frames.
Doctor - You can DH through the shock, but they can't DH if the shock hits them first. Either they use it then or risk getting hit.
Now, if the survivor uses DH for distance to get to a pallet or something (provided you're not Clown or Freddy) then you're screwed. Noting you can do. No, really. No counter play at all.
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I'll be honest, I do feel like DH for distance is unfair. One of the worst feelings in the game is outplaying a survivor, but, nope, DH.
I just don't know how they can nerf it without making it useless, because the intended use of the perk just doesn't work most of the time.
So, I will easily admit you can't counter DH for distance, unless the Survivor plays bad. But normal DH is one of the easiest perks to counter in my experience.
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In certain situations, where there is a deadzone, deadhards are used to cause a missed swing, or when a good loop is in the position of the killer. The main use, tho, is for distance.
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Dead Hard is overpowered not because it allows you to avoid a hit, or reach a pallet. Dead hard is OP because buys TIME.
Time is the most precious thing killers have, because gens go crazy fast this days. Its not a big deal to play around dead hard if we are talking about doing a hit, the point is that it can extend the chases 10-20-30 seconds or even more which basically means losing one or two gens more.
The dead hard meta is so hard that survivors are more confortable while injured, which basically speeds the meta much more because no one loses time healing, just rush the gens with prove thyself.
I don't think dead hard needs changes though, I think its about the gen speed. Injured survivors should have a decreased speed doing gens.
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When people have nowhere to go I just get close to them, they deadhard, and I catch up in 2 seconds
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