Since people want dead hard nerfed, may I suggest a change?

TauNkosi
TauNkosi Member Posts: 282
edited March 2021 in Feedback and Suggestions

In order to activate the perk, you have to be running for a total of three seconds and it will deactivate the second you stop running, kinda like head-on. This is mostly to punish survivors for making mistakes when you manage to get the jump on them. If they want to use the perk, they must continuously run with no stopping. This includes throwing down pallets/ hook saving, and slow vaulting because you cease/slow momentum in order to perform those actions. It would no longer be used as a crutch and help you more easily secure downs if you surprise them while working on a gen, run into them walking around a corner, or immediately off hook as they have to run for a bit in order to dead hard.

Post edited by Mandy on

Comments

  • Alice_pbg
    Alice_pbg Member Posts: 6,722

    it would literally change nothing

  • KingFrost
    KingFrost Member Posts: 3,014

    As much as I end up exhausted on the ground, I'm not sure why Dead Hard needs a nerf.

  • Zixology
    Zixology Member Posts: 1,062

    People want "exhausted on the ground simulator" to be nerfed?

  • Exerlin
    Exerlin Member Posts: 1,352

    I'd rather the i-frames be removed. It's normally used for distance anyway and the i-frames are not consistent at all.

  • Zozzy
    Zozzy Member Posts: 4,759

    So many people revealing they don't know how to use deadhard lol

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    Who are these “people”? A segment of this community that exhaustion perks shouldn’t be used to extend a chase? Even though that is exactly what they are meant for.

    *surprised pikachu face*

  • Zozzy
    Zozzy Member Posts: 4,759
    edited March 2021

    They all have a requirement that can be countered or is risky and may not be available.

    Deadhard just requires the press of a button on demand and has more than one use like balanced landing use to.

    It also has a use that has no way for the killer to counter it because they are not close enough. Deadhard for distance.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434
    edited March 2021

    @Zozzy

    DH requires you to be injured and doesn’t have the distance that the rest of the exhaustion perks have. Meaning you have to be smart about when you use it.

    It is counterable, the problem is that some players don’t understand how to out-position a survivor (double backing, forcing them to run in a specific path so they don’t get to the pallet etc) Not to mention in dead zones this perk is useless. At best you will make the killer whiff and that’s it.

  • Zozzy
    Zozzy Member Posts: 4,759

    You mean push them to the empty side of the safe pallet loop before breaking it? You think that is some advanced tactic that i and many others haven't tried over and over?

    This is the situation that usually reveals how bs deadhard is as they will usually make the pallet or vault specifically because of this perk.

  • boostedsurvivormain
    boostedsurvivormain Member Posts: 399

    When used optimally (to gain distance in chase) it can be used as a free health state. That's probably why

  • thefallenloser
    thefallenloser Member Posts: 1,298

    people not being able to counter dead hard in 2021 yikes

    probably second or third worst exhaustion perk, especially since half the time it doesn't work

    glad a better exhaustion perk is coming soon :)

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434
    edited March 2021

    @Zozzy

    Again. There are certain ways you have to run tiles. Just as survivors have to know how to run them, so do killers.

    I have doubled backed-into a- double back, only to out-position the survivor leaving them no choice but to use DH, meanwhile they still went down because there was nothing to DH to.

    You’re thinking too straight toward. If you chase them know they want you to, they will use it against you.

    now please tell me... how you do counter Lithe if they have a window? How can I make sure I don’t whiff and instead hit them?