We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Removing invincibility frames from Dead Hard

Im_Tired
Im_Tired Member Posts: 101
edited March 2021 in Feedback and Suggestions

Would this be fair or make the perk useless?

So the survivor could still use it to gain distance and avoid a hit, but you'd take a hit if it should've landed instead of it phasing through

I'd be for it because some uses of DH feel completely BS (when used to phase through a sure hit instead of just to make distance), but I wanna know the opinions of people who've been playing the game longer than I have

Post edited by Rizzo on

Comments

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,878
    edited March 2021

    I think the reason I-frames were added is because 1) the hitboxes aren't great, and 2) the hitbox may lag behind the character model while they are DHing. That would mean that removing I-frames would probably cause some very suspicious hits. If you've ever seen the survivor hitboxes, especially while hunched over, it's clear that the hitboxes are far from perfect. Keeping them vulnerable while in dead hard would have it so that the top half of the hitbox has no character model, but the top half of the character model has no hitbox.

    When trying to use DH optimally, meaning to make distance when you wouldn't without DH, the ability to actually keep up that functionality is invaluable.

    As for uses of DH that attempt to use the I-frames as a shield instead of to make distance (DHing into the killer, etc.), those are usually waited out. Once a killer knows you have DH, they won't ever fall for a DH into the killer again. In that sense, you can only use it to make distance, at which point the I-frames aren't a nuisance, but necessary. I could write a Dr. Suess book about all the times I've seen DH wasted in a futile attempt to make distance in the middle of nowhere.

    Post edited by ShamelessPigMain on
  • Mr_K
    Mr_K Member Posts: 9,249

    Useless

    Even though i-frames is not the part people complain about, it's still the primary function.

  • Profezia
    Profezia Member Posts: 673

    I'd rather have distance bonus removed.

    Can't use this perk for cheap distance gain by mindlessly pressing a button if it doesn't give distance.

  • ManWithALemon
    ManWithALemon Member Posts: 422

    Wouldn't do anything to address the real reason the Perk is absolutely busted which is Dead Hard for distance. That simple dash turns a loop you ######### up into a free pallet drop. And it's not hard to do at all. It rewards you for messing up.

  • v4lor
    v4lor Member Posts: 74

    Good survivors don't use Dead Hard for i-frames. They use it to correct positional mistakes (Dead Hard for distance). All removing i-frames would do is push the bad survivors that use it for i-frames to instead use it for the much, much stronger purpose of making it to a window/pallet they otherwise wouldn't.

    If you get i-framed by Dead Hard, that's your fault as a killer for not baiting it out 99% of the time, it's not the fault of the perk.

  • Kees_T
    Kees_T Member Posts: 811
    edited March 2021

    You shouldn't rely on DH* to avoid hits and then complain in the forum about being exhausted on the ground. The best use of Dead Hard is to get distance, the i-frames are just a bonus.

  • EvilBarney666
    EvilBarney666 Member Posts: 334

    DH is my most hated perk in the game as a killer. It's the hit e to correct a mistake and make it to a pallet. Remove the dash forward and I am ok with it. It would be better cause you could bait the killer into swinging and you time it right hit DH and it goes through you.

    Then the killer even if he knows you have it has to take a risk and swing not knowing if you will activate it.

  • Artick
    Artick Member Posts: 623

    Repeat after me:

    "exhausted on ground gg ez"

  • Crypticghoul
    Crypticghoul Member Posts: 574

    I wouldn't mind the iframes being gone. Aside from avoiding a Nurse swing and some hatchet tosses, no good player really uses it for the i-frames as the on-demand distance is really powerful. It might sound stupid, but I really hate having to ride someone's back for a few seconds to wait and see if they dead hard or not when I play killer.

  • Freki
    Freki Member Posts: 1,903

    Dead hard originally didn't have the dash forward and was just the invincibility frame for a hit, it was very hard to get so they added the dash forward. i don't know what would be good on this, it's in a spot that just removing the frames would be a huge hit to the perk but something else would need to be done.

  • Reinami
    Reinami Member Posts: 5,641
    edited March 2021

    It doesn't solve the problem. The actual problem with dead hard isn't using it to dodge a hit. In fact, it is pretty balanced in that way. The problem with dead hard is "dead harding for distance"

    When you compare it to other exhaustion perks. Dead harding for distance has no down side and massively extends a chase, effectively giving good survivors a 3rd health state.


    Compared to other exhaustion perks:

    Sprint Burst requires you to walk everywhere in order to have it ready when you want it. Alternatively, you can "99" it, but then it requires you to be constantly running, meaning you can't stop to reapir a gen. It also doesn't extend a chase because it basically can only be used at the beginning of a chase, giving the killer the option to abandon when they see sprint burst go off.

    Lithe requires you to vault something, but it isn't optional, once you vault something, it goes off. This means you can't extend a chase with it, but it can be used to get to a safer place if you find that a pallet is gone.

    Head On requires you to be in a locker and can't really be used in a chase outside of some luck, deception, and potentially stacking over perks. Additionally, it doesn't really extend a chase either as it only buys you a few seconds.

    Balanced Landing is the only other one that can actually extend a chase, however, it is very hard to use, and they are very few spots on many maps that you can use it, additionally it can go off when you don't want it to if you drop at the wrong time.

    The pallet stun one (i forgot the name but the new one coming) has some counterplay. You generally don't want to get stunned by a pallet as a killer anyway. And, often, unless it is not a safe pallet, you are going to break it most of the time. This basically allows the survivor to force you to abandon chase, or take a long time catching up. I see it as a sprint burst with extra steps, but requires some more skill to activate, by stunning the killer. It also has a downside as pallet stunning can sometimes be risky.

    Then we come to dead hard. It can't accidentally be used, because you have to activate it, meaning that you are able to save it for the exact moment you want to use it. It's only downside, is that you must be injured, although, not really, because at some point in every chase, you ARE going to be injured. It also can be used to "dead hard for distance" which is its biggest problem and the thing that makes it so strong. You can effectively edge yourself around a loop an additional time, dead hard for distance to a pallet, drop the pallet and now you have reset the chase. It is the only exhaustion perk that you can reliably extend a chase with, and not just for a few seconds, but you can effectively reset the entire chase by dead harding to a pallet that you wouldn't normally be able to hit.

    Ideally, to fix dead hard you would rework it.

    Rework it so you get an extra sprint burst when you are hit (think sprint burst + getting hit), that way you can't just stay injured and be safe with a "extra" health state effectively. You can only use it when you are full health and then get hit, you also telegraph to the killer that you used it, meaning they now have the choice of abandoning chase and going after a different survivor or they can continue on and now know that you are in a weaker spot once they catch up.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,928

    The only thing I would do is make it so after you dash forward you can’t vault windows or pallets and you can’t drop pallets or unhook people for 2 seconds