Will Dead Hard nerf ever see the light of the day?
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You truly have no idea how to use Dragons Grip or MYC
Both those perks are excellent for me and I exclusively play "low-mobility" killers
It's not hard to run back and get one hit
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Cause these killers hope that they can nerf survivor to the point where they get to rank 1 and stop losing verses SWFs. It's honestly entitlement driven. Killers are the strongest that they've ever been and they're demanding perk nerfs for survivor.
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in my opinion the most optimal use of a perk is how it should be balanced or at least discussed in terms of what is its best use. Just like how ruin + old undying was stupid strong in its best case scenario of 4 ruins
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So now everyone is forced to play Wraith to counter DH? That's a new one. 😝
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Okay? Then the perk is useless, a missed attack cooldown is only 1.5 seconds, so unless the survivor using it can reach a pallet or window within that 1.5 seconds, they'll just go down.
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Why would you nerf dead hard?
I know survivors get on here crying about useless stuff all the time...but crying about dead hard....is severely out of character for killers....
My dude....just walk up and quick hit them without lunging....
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Because the previous point isn't why the perk is strong at all and you know it. Its a cherry picked argument that ignores the real strength of the perk that everyone brings up. Sure you can wait a few seconds if they use it in a dead zone, but you cant do anything when they use it to make it to a pallet or vault.
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You’d kill dead hard if you remove the distance it gives you, using it to dodge swings leaves you exhausted on the ground most of the time.
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why do you guys want a DH Nerf, SB is by far more powerful in running away from a deadzone area
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Dead Hard is not OP… You have to play survivor and USE DH… Then when you master it as survivor you’ll instinctively build a reflex on how to counterplay it. Same as killer. You’ll typically outrun the killers you main because you often know their every move as to what they would do given the circumstances. You’ll likely lose often to killers you avoid playing with as you know nothing about as to how they operate on a particular stage, tile, etc.
For instance you can predict a DH when they’re clearly running towards a vault/pallet that you know they wouldn’t ever reach if they were just running for it. Especially if you have BL up. When you get that “Gotcha!” moment inside your head. When you see them angling in which they will dash in mid chase. That’s when players typically DH.
Only Blight, and Nurse can complain about DH because their power fails outright and the survivors gets a literal second chance. If DH is upsetting you it’s possible that you’re lunging too often. Instead of just lunging every time wait maybe 3 seconds more until you’re basically against their backs as they’re running, and then swing!
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Much like with the current pallet hit validation shenanigans, I think it's a matter of people feeling robbed, which is understandable. It's comparable to outplaying the killer all game, only to die to NOED, or Spirit winning chases by standing still. All of these things have a certain amount of counterplay, yes, but by design they "take" something away from the other side, hence the bad feel posts.
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Dead hard for distance is never getting nerfed. I will say that they can give an effect similar to Doctor's power where you cannot throw any pallets of vault a window for a few seconds after. That is the best way in my opinion, but only after they actually fix it first. A lot of people DH for distance because using it for its intended purpose costs you a down in most circumstances.
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Dead hard for distance doesn't care about your patience. Anybody who thinks DH is counterable or not that strong just doesn't use it correctly
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It takes "skill" and player experience to play nurse and spirit doesn't mean they don't need nerfs.
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It's what I've been saying.
I would much rather go against 1000 dead hards than 1 SB. It's too annoying, especially on killers with no map pressure.
It goes something like this *hook someone* *get BBQ stack* *goes to the gen being worked on* *finishes in your face and sprints away*
Literally, I have lost games because of that, more than DH.
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No, it doesn’t need a nerf. It’s fine as is. Coming from a killer main who knows how to play against it.
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I don't think it will get nerfed.
But you will expect to see 4 Sprint Burst and start to hate it A LOT if Dead Hard gets change.
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I'm going to laugh so hard if it gets nerfed.
And I prefer playing as survivor.
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Honestly just make Coup de Grâce gain token per hook and not per gen done.
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If I'm being honest sprint burst and balanced landing are way more annoying to go against
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BTW, ,Did the Deadhard nerf seriously came realistic? I mean, Was there any mention of DH nerf from Devs? or any leaks?
What makes the issue DH nerf?
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Other than maybe FNAF, I think DH getting nerfed might be the most controversial subject on the forums. 🍿
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I don't really have a massive issue with Dead Hard when playing killer, I find SB to be a stronger perk in general tbh as it has a lot less downsides than Dead Hard - you can use it whenever for example and don't need to be injured. Dead Hard when not injured against an insta down killer (or NOED) is effectively useless.
I also don't hold the argument that it rewards survivors for messing up, because most survivors who use Dead Hard for the distance don't actually mess up but know they're running Dead Hard so know they can get an extra speed boost to the pallet/window etc and to me, if they'd had another exhaustion perk (not including Head On in that) they'd have already made that distance anyway because they would have been ahead at the start of the chase.
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Or they can use lithe, bl or 99sb for the same effect midchase.
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why? Niche perks are often useless and have little to no impact on gameplay. Wake up! is niche perk. It only works after you have won and it has mediocre bonus of opening an exit gate by 15%. It allows opening an exit gate 3 seconds faster. All of Quentin perks are niche. Vigil reduces exhaustion perks by meaningless value 7-8 seconds and has bunch of other pointless effects like blind, hemorrhage and hindered. Why would anyone use any of Quentin useless perks over dead hard?
I bet when they release boon totems, they'll probably useless perks that nobody uses with mediocre effects. Dead hard and BT is about the impact that a perk should have on survivor gameplay. The standard shouldn't be Vigil-level as most of niche perks might as well be playing perk-less.
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Doing all the gens isnt winning, getting out the gate is winning
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It takes 20 seconds to open a gate. I doubt 3 extra seconds is like difference between opening a gate or not opening a gate.
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I don't have a problem with dead hard but if they were to nerf it I suggest they give it a very small period after using where you can't interact with windows or pallets. That way even "dead hard for distance" would involve better timing needed.
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That doesn't help anymore. Yesterday I had 5 occasions where I hit them with basic quick attack, and 5 times they dead harded through that. Especially with that tech that allows a survivor to dead hard straight through the killer. You are literally at his butt, you click M1 (not lunging), and he is instantly behind you without getting hit. How do you counter that?
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It's already way too hard for survivors to loop any competent killer and it's incredibly easy to bait out a dead hard, in fact any time I watch someone play killer they wait a couple of seconds and literally mumble the words "Do they have dead hard?" and the survivor uses it then gets insta downed. On top of that everyone acts like dead hard even works flawlessly at all times, it does not. Even after the last update I'm still getting downed MID dead hard when the animation is already visible, sometimes it doesn't go off at all and the killers hit takes some weird server priority despite me hitting E in real time before the swing goes off. It seems like some killers want to balance the game around the top percentile of survivors that run perfect loops and travel to the next best one to rinse and repeat throughout the game but newflash, this isn't how 90% of games go, instead it's just survivors going down one by one throughout the match unable to loop for more than 30 seconds while the killer gets kills by holding W.
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I've never understood how you can complain about DH.
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Why the hell do I only get the matches you described when I play survivor? When I play killer on purple ranks, most of the games I get those meta slave sweat squads who can loop for 5 gens unless they are found in a very bad spot. That "top percent" is not one percent anymore. I'm going to start counting a "versed a survivor with dead hard this game" streak, and I don't think this streak will ever end.
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It is in the perk description that it can be used for distance. You dash forward and also avoid damage.
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Dude most of the time it's used for distance to the pallet, which isn't fair lol. It significantly extends the chase.
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2 months? LOL! The only "overpowered" (which it wasn't AT ALL) KILLER perk that lived 2 months or longer is UNDYING. Funny thing about that is it's trash when not paired with ruin!
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I agree survivors should just stand still and take the hits. Why should they try to run?
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Probably not bc it would piss off too many ppl at once. I mean anyone remember the backlash when they nerfed exhaustion?
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You need skill to play spirit? Lol
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The main problem with dead hard is not the invincibility frames. It's the distance. They added the distance animation as a way to visually see that dead hard was used.
The side effect was it gave extra distance in a chase. That should have not happened. In the red ranks it's not used so much to avoid a hit but to gain distance.
If they want a way to show it was dead hard that dodged the hit they can make an animation of a side dodge. Like you lean to one side really quickly. It shows the killer that they did not hit cause of dead hard and the survivor avoids the hit and has the I frame.
I would be ok with that. Just remove the rush forward. Change it to a side step ot a leaning to one side dodge. Easy.
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Don't worry, I know DH can be used for distance, that's how it's MAINLY used. However, some people act like DH is only used to dodge M1 hits out in the open, which rarely works in practice due to latency and having to predict the exact moment that the killer swings. They are using this to prove their point, but they KNOW for a fact that when people complain about DH, it's not that they are talking about. They don't want to acknowledge it because they know it's a ridiculous mechanic in which shouldn't exist.
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I would say Vigil is to me sounds like a perk that was designed to make exhaustion perks better and long while back, exhaustion perks used to recover in the chase, so having lower exhaustion time would have impact on your ability to use an exhaustion perk a second time in a chase if you ran killer for long time.
current exhaustion pauses when your running and 40 seconds of exhaustion after using exhaustion perk might as well be forever as you are very unlikely to walk for 40 seconds. 32 seconds just means no difference and any number that is not below 5 seconds probably will not make a difference in most cases.
I think an interesting version of Vigil would be that Vigil ignores one instance of exhaustion every 120 seconds. When it is triggered by using an exhaustion perk, Vigil is greyed out for 120 seconds and the exhaustion perk corresponding would be greyed out. This would promote using multiple exhaustion perks in a single survivor build as there is currently no real reason to run more one exhaustion perk currently. It would avoid the problem of being able to use same exhaustion perk in the same chase. Perhaps It would promote creative combos like dead hard+smash-hit or balance landing+sprint burst, Lithe+SB where both perks could be activate in the same chase if condition are met.
Vigil would be able to ignore one instance of blood echo and exhaustion add-ons like exhaust huntress add-on though the perk would go on 120 second cooldown for ignoring exhaustion. Mindbreaker would counter it though as it applies exhaustion continuously.
good DBD perks tends to be perks that have functional useful effect. Wake up functional effect is opening exit gates faster. Its simply not an important statistic. The aura reading aspect for gate is not important as you get notification when the gate are powered. no real change to it would make it worth running over meta perks like dead hard.
Post edited by Devil_hit11 on0 -
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Bruh......
You aim....down....
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not the argument
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Oh funny, haha, no skill killer meme. Yes you need at least some amount of skill to play spirit not nearly as much as nurse to get similar results but still more skill then using dead hard for distance.
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My point is valid and you refused to address it. Just saying, all you have to do, as literally any killer, is not press a button that does a damage. It really is that simple.
I never said that. Feel free to quote where I did.
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I never said it was counterable or not that strong. I just said if you bait it then they don't have it.
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This JUST happened to me. Activated to DH out of the door and out of swing range. Downed inside of door. I don’t exactly feel I’m losing much by rarely running it.
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3 of those perks are not used at all and they do not provide a free instadown every chase and most of those perks have simple counters + they delete 1 killers perk slot and can be completely useless
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get gud
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Honestly sick of these crying replies
Baby killers on these forums tell me constantly that the perks I use EVERY DAY are "too hard to get use out of"
Get gud, that is literally the solution to your problem
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