Dead Hard is Overrated and Overhated
Okay, hear me out...
Dead Hard's effectiveness is completely overblown, IMO. I think it's only the third best exhaustion perk. Sprint Burst is just better in almost every way and Lithe gives more distance and is much more consistent.
I admit that when used smartly, Dead Hard is pretty effective at extending loops, however, Dead Hard has a ton of weaknesses that people are quick to write off.
- It is severely dependent on latency. The timing sweet spot to effectively dodge a hit can greatly vary from killer to killer and sometimes not even work. Very cool exhausted on the ground.
- It gives way less distance than the other exhaustion perks, hence using less of the killer's time to catch up.
- Its dodging mechanic is ineffective after the killer finds out they have it, or assume they have it and wait.
- It is effectively useless in dead zones. Dodging or making an additional 5 feet of distance is going to do nothing for the survivor other than take an additionally 2 seconds in the corner of the map with no pallets or windows.
I've seen people make the weird claim that "Dead Hard extends chases for minutes at a time." If the Dead Hard extended a chase for that long-- which is definitely a complete exaggeration that says more about the killer's skill than the strength of the perk-- why would you continue to give chase?
I think a good Sprint Burst or Lithe are much harder to deal with than Dead Hard.
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After that NOED post, I can only imagine what this one will do...
Comments
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->be me
->Clown player
->Chase injured survivor
->Hold up bottle for half a second as bait
->He wastes his dead hard
WOW SUPER S-TIER PERK, NO COUNTERPLAY WHATSOEVER
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Ok here is your problem, you're thinking it's mean to be used to dodge a hit thus the latency etc part of your post.
You're meant to use it to loop as greedily as possible and the moment killer makes a correct mindgame, you use it to gain that little distance to reach the pallet and extend the chase for X amount of time until you make a mistake again.
That's what makes one of the best if not the best exhaustin perk.
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It does extend chases for minutes at a time, because good survivors ignore the dodge and use it to get that extra few feet to reach the window or pallet and waste extra time
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I admit that when used smartly, Dead Hard is pretty effective at extending loops, however, Dead Hard has a ton of weaknesses that people are quick to write off.
It gives way less distance than the other exhaustion perks, hence using less of the killer's time to catch up.
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If a killer is chasing a survivor who used Dead Hard for minutes after that, sounds like a skill problem.
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I tend to agree. Dead Hard is definitely an ANNOYING perk to play against at times, because it feels really bad to be within striking distance of a survivor and yet not be able to hit them before they reach a pallet/window. But yeah, people over-state it.
Sprint Burst is a far stronger perk, it’s just less fun to use than Dead Hard and encourages the killer to not chase you in the first place so less people use it.
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Allow me to explain the issue with dead hard
I consider this the "identity problem" perk as its hard to tell what it is intended for, is it for dodging or for extending a loop?
If it is for dodging, its not a good perk whatsoever as you can bait it out by tapping your power or just walking up to them
If it is for extending a loop is the issue, compared to all the exhaustion perks in dbd, this is the only one that provides i-frames, allowing you to entirely dodge a whole hit during the time the survivor holds the i-frames, meaning if it is used to get to a vault or get to a pallet, almost every killer has no say in if they are allowed to or not
Killers where they have to no matter what M1 you to down you have to go through dealing with dead hard extending the loop
Killers where they do have a power but mainly use their basic attack have to sometimes deal with dead hard
However only a few killers really can ignore deal hard, and those are the ranged killers and high speed killers (Huntress, Wraith, sometimes pyramid head, and nurse)
The reason why Dead Hard is sometimes considered the best exhaustion perk in dbd when compared to Sprint Burst or Lithe is...well...you can't get hit during it. Every killer can hit you during lithe or sprint burst and either down you or injure you, dead hard you simply can't do the same for in regards to all killers.
This is also why I complain alot about how Dead Hard is a middle finger to trapper
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An important thing to remember, is that the sole existence of Dead Hard dictates how chases go, especially when it comes to higher level play and faking/greeding pallet drops, which speaks volumes about just how strong the perk is.
I'm willing to agree that most players don't get the most out of it, but that doesn't mean that the perk isn't powerful.
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I agree. DH is extremely predictable and counterable and it's much more common for it to be useless than to "extend a chase by minutes". Against Sprint Burst or Lithe though there is little the killer can do except slowly catching up.
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The thing is, it give you distance when you need it the most unlike SB or Lither, at the second you would go down, insted you reach a paller/windoiw.
SB is good but killer can just not commint to you once you use it and you have to wait ages to get it back beiing useless or risk caught without it. If you're a solo survivor, you can't coordinate your mates around SB plays if killer just leaves you, you get little value out of your SB.
Lithe requires a window or thrown pallet both beiing difficult to get once deadzones are created or if maps just doesn't have good windows, killer has anti-loop to stop your from even reaching them, stealth etc etc
All of these exhaustion perks are good but DH just comes out on top because of the utility it has. It allows you to loop very greedily with 0 risk to it, no other exhaustion perk can do that. Single vault from lithe with any good window forces you to leave the tile, same with SB. DH allows you to loop a tile to it's max limit and then get away anyway even if were to be outplayed by a good mindgame.
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Not only all that, but dead hard is conditional. You must be injured to use it, and injured state can be bypassed by a few killers and perks.
Nothing brings me greater joy than chainsawing a David within ten seconds of a trial.
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Third tier exhaust perk, surpassed by sprint burst, lithe and even head on.
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Does then not mean that Dead Hard just enables the Survivor to win the chase cleanly?
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Deadhard is the best exhaustion perk BY FAR because it's useful even if you don't have it. The killers will allways waste some time in case you have DH at least once per game for each survivor, and this sometimes means they get to make it to pallets or windows and extend the chase for 30 secs.
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I would not say it is overrated. It is the second-strongest Exhaustion Perk, only behind Sprint Burst. I would not call this overrated.
However, I agree on overhated - Killer Players act like they lose games because of Dead Hard, but I am pretty sure they lose the games because of general worse performance than the Survivors, but blame Dead Hard for it. Let alone that most DHs I encounter are HORRIBLE. Like, people trying to DH without any Pallet nearby or anything, just to use it. This brings them like 1 second of Extra Chase (which would be the case in general, if the Distance-Part would be removed, because even if the Iframes would actually be working, you would not be able to do anything with Dead Hard...)
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This problem I have with this argument is that this is pretty much the exact opposite from what I usually hear. The i-frames are effectively useless and are only used to make sure that I killer can't hit you just by lunging mid-Dead Hard due to latency-- and even then, it's not good at that. I've seen a bunch of instances in which people get hit mid-Dead Hard, especially against The Twins.
I don't see why the perk can be multi-use, because it's not great at gaining distance nor dodging a hit.
While it's possible for killers to hit you mid Sprint Burst or Lithe, it's not common when used smartly.
I've always interpreted Dead Hard as just jumping over the trap, but yes, I agree that it's a pretty stupid thing Trapper has to deal with.
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The distance you get doesn't matter, it's what you get FROM the distance.
If I sprint burst in a massive deadzone i'm not doing much, if I dead hard to a window that I normally couldn't of reached that has the possibility to make the killer drop the chase, waste more time, or even lose the entire game.
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The issue is not that Dead Hard allows bad players to play better, it's that it boosts good players ability to perform well.
A Claudette who Dead Hard's for an extra second of chase is no biggie, but she probably went down fast anyway.
The Feng who just ran shack for three window vaults and finally got mindgame'd but makes it to god pallet by using Dead Hard and subsequently continues the chase IS a problem.
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I feel like that's more of a symptom of the perk and game design in general rather than Dead Hard in particular. I can't tell if it's an intentional choice from the devs or not, because it's ever-present in the design of so many perks, but I understand why it can be frustrating. Personally, I don't mind it too much.
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Wouldn't that then be the same situation with Lithe and Sprint Burst then?
And no, because Dead Hard extending a chase for actual minutes means that the killer is either doing something very wrong, or they're playing on Cowshed 30 seconds into the game against a very good survivor.
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The difference between deadhard and all the other perks is that it's on demand.
When somebody sprint bursts away i can instantly break chase and harras other people while they are sprinting to a genless zone.
Lithe needs a window. The second i see them go to a window i can drop chase and harras the other ones.
With dead hard i have to go through the whole chase untill they finally greed a pallet enough for them to use it.
That's the problem. If you want to save lithe you can't use windows. When you do you have to use it
If you want to save sprint burst you need to constantly walk or run at 99% exhaustion and thus not working on gens.
Dead hard is just always available and you can use it whenever you need it. There is zero restriction to it
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The twins thing has been confirmed as a bug (Victor was ignoring I-Frames, allowing him to just smite you through it), however the distance dead hard makes isn't the 4 meters the perk does, its the meters after the perk is connected to a vault
While I do agree about it not being common that you get hit during a lithe or sprint burst, dead hard's issue comes mainly through not just the servers but from bad coding, dead hard (from what I believe) doesn't apply i-frames immediately sometimes, shown on why you can go down and not move at all sometimes
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It is very good imo. It prolongs loops if you use it correctly. The only reason I am using sb right now is because dh is basically freezehard on last gen. Otherwise I would be enjoying dh even if it doesn't work sometimes, when it does it works well for me.
It is strong but I agree it is too hated since there are a lot of other strong stuff in the game which also shouldn't be hated for it. It is not even close to broken imo.
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I feel like you can pretty much do the same thing with Sprint Burst though if you correctly manage your exhaustion, except that Sprint Burst isn't conditional. One-shotting killers can completely bypass Dead Hard a lot of the time.
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Sprint Burst is way better, not only on the basis of IT ACTUALLY WORKS, but also you do not need to be injured to use it, and even when you are you are more safe to be injured with it than DH.
Players will never admit to this though because it seems as though Dead Hard is just more annoying to go against. They look at it from the chase value during a loop, when SB can basically make it so you are extending the chase from the start, rather than in the middle.
It seems to be another case of Annoying = Broken.
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This seems like a good point. You might be right actually.
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I know I usually don't like using examples that aren't interwoven into my original argument, but I'm genuinely curious:
Why is Lucky Break's ability to boost bad survivors a problem, but with good players it's fine-- and why is Dead Hard's ability to boost good player's ability and do nothing for bad players fine? What's the difference?
In fact, could this same argument not be used for basically any perk?
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So do you mean that in instances where the killer's attack should have hit even after the Dead Hard that it's a problem? I do agree that the coding behind the perk is quite lacking and can make for some very frustrating moments.
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I also feel like even when Sprint Burst isn't on demand, simply having it and forcing the killer to ignore you will cause them to waste time trying to find someone else and start another chase, and they can potentially also have Sprint Burst or Dead Hard.
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Dead Hard is strong because it does let you both dodge hits (with decent latency) and allows you to gain distance at pallets after greeding them. I think the real issue with it is people using it just to play safe and having 4 Dead Hards on good players is annoying.
I will agree though, I do think Sprint Burst is overall a better exhaustion perk (And I personally like Balanced Landing over Lithe, but that's just me.), but I do appreciate Dead Hard. I think whenever it works it's a perk that really does a good job rewarding you for knowing how to use it well, but it's too inconsistent at anything but distance (The most boring part of it).
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DH is not overrated, the ability to make the game Lag is super powerful. It's not overhated, we just want fixes to the game...
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DH is in-game Lag switching.
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You're Dead Wrong!
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I don't think Lithe and particularly SB promote that in the same way.
Maybe whole minutes might be a bit generous, but I think it's reasonable to say that it can prolong a Survivor's second hit by a decent amount if used correctly (potentially long enough that it may not be worth it for Killers to continue the chase, which does mean that the Survivor wins that chase).
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And? This is not really a good argument.
You can say that about every strong Perk in the game. On both sides. With that argument, every Perk can be made "OP".
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Used correctly-- yeah, I agree that Dead Hard can potentially end a chase. However, Dead Hard operating on a few conditionals allows me to look past that, as the map RNG has to be good enough to do it, and they also have to be injured, which means it's not great against instadown killers or a few others.
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damn I wish I saw these minutes long chases, even at red ranks is quite rare
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It's the Wraith who god flashbanged then Dead Harded on by Steve and proceeded to chase him for the remainder of the match on The Game.
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I just wanna comment as someone who only runs Dead Hard and nothing else.
I do think it is overhated, but it's far from being overrated.
Dead Hard is by far the strongest exhaustion perk in the game. If it works.
Sprint Burst, Balanced Landing, and Smash Hit all have two problems that Dead Hard doens't have.
Dead Hard is on demand. You cannot control when you want to use the other three. You can make an argument with Sprint Burst and 99ing it, but that is needlessly unnecessary when Dead Hard allows you to keep it and only Press E when you want to use it.
Dead Hard has i-Frames. And that's important. Because not only can it be used for distance. It can act as a third health state. This is something I always keep in mind as Killer. The very mere existence of this perk makes me less willing to hit Survivors from far away until I know they have some other exhaustion perk other than Dead Hard. It's the same effect as Decisive Strike and BT. The very existence of these perks makes Killers more hesitant to act recklessly in chase.
It's amongst one of the most powerful perks in the game alongside Decisive Strike and Borrowed Time. And to assume anything else is ignorance.
It is definitely not hard to deal with, but the very fact it exists causes killers to change how they play makes it one of the most powerful perks in the game. So no, I don't think it's overrated.
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I can't imagine what sort of RNG would have to take place for Dead Hard to be ineffective, considering that it simply needs to happen at a decent loop.
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Noed is overrated and overhated.
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dead hard isn't op, just annoying, never was so hated before
wait until there are no good perks left and people complain enough to get deja vu nerfed
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Lucky Break isn't the issue, it's combining it with IW (which is bugged btw) that is a problem. Even still, it can help bad Survivors, but if you suck at looping, it isn't going to help. You do actually have to LOSE the Killer before you get value.
Dead Hard doesn't do "nothing" for bad players. It can absolutely save their ass. However, it does significantly less for them than it does for good players. It may turn a 20 second chase into a 45 second one for a bad player, but for a good one it can take a 45 second chase and add another 30 to it, ie, 2 gens at least.
The issue isn't necessarily Dead Hard, it's more so that this game isn't balanced for good players.
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That's kinda the point.
Dead Hard is exceedingly strong. That wouldn't be an issue if things around it were balanced, but they aren't.
I'm starting to care less about perk balance and more about overall game balance.
Post edited by Pulsar on2 -
Dead Hard is not the best exhaustion perk simply because it's inconsistent at best and completely useless at it's worst. Sprint Burst denies the possibility of chases on some survivors completely.
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This isn't even uncommon for me.
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It's the 3rd most used Survivor perk in the game.
I sure hope people get the memo that it sucks T_T
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Did you.. Not read my comment?
The very existence of Dead Hard changes how a Killer plays. And using it for distance can extend a loop far more than Sprint Burst could. You want to waste the Killer's time, not escape from them before you could.
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It doesn't suck. It's inconsistent but it's still good.
I did, and I disagree. A mid-chase Sprint Burst is way better than Dead Hard. You have the option of getting to a safe area and escaping or continuing to use the killer's time in chase. You have options with Sprint Burst when used properly. Dead Hard is too inconsistent, however ever-present it is, to be considered the best.
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Why do you think it is being used so much (it's blowing all other exhaustion perk out of the water in terms of pick rate) if people are not getting massive utility/advantage from it on a consistent basis?
What's the rational?
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