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What would be the best way to 'Nerf' Dead Hard while keeping it good?

So Dead Hard is an insanely good perk and is used a lot, (In several games today only one game had a survivor not using it), so if its Nerfed, How would you nerf/change Dead Hard in a way that still makes it a good perk?


My idea would just be to remove one of the two factors of it, The Dash forward / The Invincibility, Though i think the dash is the stronger part so maybe just keep that.


THIS IS NOT A DEBATE ON IF IT SHOULD BE NERFED/CHANGED, JUST HOW YOU WOULD!

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Comments

  • Heartbound
    Heartbound Member Posts: 3,255

    I'd have Dead Hard stun the killer instead of making the survivor invincible. Think about it, you're shoving the killer and avoiding a blow, right? Moving past the slasher. A lot of people, myself included, just use Dead Hard for distance or cheeky plays. Push the killer that's getting ready to attack you for 2 seconds, become exhausted, and try to get to a pallet in time.

    It would open up Dead Hard rescues for survivors being carried, sure, but you could always just make it so the survivor doesn't wiggle off from a Dead Hard stun. I dunno. Just a thought.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369
    edited September 2021

    I think it's odd how you can dead hard a hatchet that hits you square in the back.

    It registers as a hit, but negates it. I can understand how you make a melee swing and miss but to negate a obvious hit is just silly.

  • Veinslay
    Veinslay Member Posts: 1,959

    I think all the exhaustion perks that aren't Smash Hit should require unhooking a survivor before they can be used. This would prevent using it in the first chase when the killer needs to get a down and start building pressure, which naturally slows the game down

  • SoylentPixie
    SoylentPixie Member Posts: 1,192

    I'd rather not get hook farmed even more than I already do because someone wants to activate their exhaustion perk, I see enough people swarm the hooks as it is, so if you went that route, it would have to be a safe unhook.

  • glitchboi
    glitchboi Member Posts: 6,023

    Remove i-frames and increase its distance a bit. It would make the perk take more skill to use and focus on the distance part of it instead of practically giving survivors the ability to phase through a hit.

  • gatsby
    gatsby Member Posts: 2,533
    edited September 2021

    The strength of Dead Hard against projectile Killers is that you can use your i-frames to get through choke points like doorways where it would normally be impossible to dodge a shot.

    Dead Harding to avoid the hit by moving out of the way instead of going through a doorway because the i-frames have been removed would be largely useless because the Killer would catch up with you anyway.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    Remove the speed boost. Just have the Survivor raise their arms to indicate they are blocking a hit.

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    Increase the exhaustion from 40 seconds to 60.

  • TheStabbiNAngeL
    TheStabbiNAngeL Member Posts: 1,264
    edited September 2021

    Not being able to dead hard through the killer's power

  • Nicholas
    Nicholas Member Posts: 1,952

    How do obese killers outrun young, healthy people? And usually, you get slower the longer you're in the chase, not faster. The game lacks a lot of realism lol

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Clearly Clown took a hit of that vape before the game started.

  • Nicholas
    Nicholas Member Posts: 1,952

    lmao I guess he has. I just had a funny visual of The Clown sweating and practically dying during a chase.

  • Yords
    Yords Member Posts: 5,781

    But all of those perks require a condition for using it. Dead hards' only condition to activate is being injured, which the killer has to do to progress the game.

  • lav3
    lav3 Member Posts: 774

    Still same but DH automatically activates when killers can hit survivor without doing lunge attack.

  • Mistakesweremade
    Mistakesweremade Member Posts: 229

    it gives endurance for 1/2/3 seconds after being activated, but if you get hit you don't get the speed buff.

  • Jeromy137
    Jeromy137 Member Posts: 348

    I said in a different thread I think they should reduce the I-frames by a little and make the person using dead hard oblivious for 60 seconds

  • justbecause
    justbecause Member Posts: 1,521
    edited September 2021

    Dead hard is overrated if u ask me sprint burst was exactly same op perk while it was popular now nobody uses it and nobody cares

  • Skylus
    Skylus Member Posts: 59

    Let the Killer grab the Survivor if Dead Hard was used at the last second/too close.

  • MongolPSR
    MongolPSR Member Posts: 1,032

    What breaks deadhard is its multi use to either dodge a hit or gain the distance you need to get to that next pallet or force a fast vault. With that in mind I would add a action prompt cooldown of 1.5 seconds after you deadhard where you can't do stuff like pull down pallets, or vault windows.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    For me the issue isnt deadhard its that so many killers are punished HEAVILY for missing their power and deadhard guarantees that. Against m1 I dont give a ######### about DH but against Blight or Twins or Slinger its an abosulte pain

  • Apexgnifrums
    Apexgnifrums Member Posts: 335

    Dead hard is fine as it is. Idk how much dead hard is even working with the new hit validation, I stopped playing for a few months. But back then it wasn't even working that we'll. Exhausted on the ground even if you used it early enough.

  • Apexgnifrums
    Apexgnifrums Member Posts: 335

    Yeah damn, those 2 meter extra distance are insaaaane. Like, I can't even believe sprint burst exists it covers so much more distance.

    Fr, it's not that crazy. Yes dead hard allows you to squeeze out one more loop or so. But let's not forget that this is all dead hard can do. Sprint burst, lithe, balanced etc allow you to get from any unsafe area into a safe area. So much better. And let's not forget 99ING sprint burst.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    Barely anyone uses it for it's I-frames. So this would be a buff honestly.

  • IWFreak
    IWFreak Member Posts: 252

    Instead of this, I would recommend all survivors start out exhausted. This would allow the killer a better chance of getting a good start.

  • Exhaustion causes you to move slower and do slower actions for 10s at t3

  • R2k
    R2k Member Posts: 1,069

    Yes it is. U can dash into pallet or window and killer can't do anything about it cause u are invulnerable. That's guaranteed another 20sec - forever chase depending on map design and loop spawns. Sprint isn't even close strong. It's not press to win button and u need to time it to actually make a strong play and during it u either walk, or run till killer finds u. In both scenarios u don't do gens.

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    the invincibility aspect never really works for me anyway tbh so I wouldn't be too bothered if it were removed, but I feel that would detract from the theme of the perk.

    Personally I don't think it's as broken as people make out. It's just very very popular (as the easiest to use of the 2 best exhaustion perks, SB being great when 99d but difficult to use effectively).

    I'd rather see more exhaustion perks given secondary effects to make them more popular picks.

  • Yords
    Yords Member Posts: 5,781

    I think you are undermining that strength.

    That one extra loop can often lead to a survivor escaping that chase or chaining another tile together, which is quite significant. Even more so on a good survivor.

    Also, when considering that a lot of killers don't have the necessary abilities to deal with this effectively (pig, trapper, Wraith, trickster, Myers, legion, ghostface, hillbilly, Freddy, bubba, and the twins), you get a perk that can allow a survivor to force the killer to spend loads of their time chasing them for one down. With the only condition that they be injured. This makes the perk very consistently good, which isn't necessarily a bad thing, but the power that it has feels like too much.

    And Sprint burst is mostly a utility rather than a chasing perk. Most survivors don't 99 it simply because they have their exhaustion still high or don't know about it. A survivor should be exhausted most of the game when running this perk.

  • Gladonos
    Gladonos Member Posts: 392

    There is no way to do this without gutting it. But hey, you know what? You can gut it if I can keep my boons. 😊

  • luvcraft
    luvcraft Member Posts: 1,235
    edited September 2021

    About 50% of the time the survivor I'm chasing does a great job of nerfing it all on their own by Dead Harding straight into a wall.

    But anyway, I agree with the replies saying you shouldn't be able to Dead Hard THROUGH the killer.

  • Myla
    Myla Member Posts: 1,551

    There's already a built in nerf.

    It's called exhausted but dead hard didn't come out :^)

  • Devil_hit11
    Devil_hit11 Member Posts: 8,824

    not true. Dark souls has Iframes on every roll. In fact in Dark soul 2, There is stat called Agility that influences how fast your roll is and how long Iframe is. Nioh 1 and Nioh 2 also use Iframes for dodging. So does Sekiro Shadows die Twice.

    If anything, most games use Iframes.

    I think problem with dead hard is that when used correctly, It creates "lose/lose" situations where survivor can gamble another loop and keep gambling every loop until they misjudge distance or make poor movement error in which dash component can correct the error.

    David king is suppose to have perks that have "High risk, High reward" and yet his perk dead hard when used as dash is low risk, high reward. If you want dead hard to be non-meta perk but still remain useful, you can change to grant 1 second endurance effect and remove dash component.

    It would be high-risk/high reward. It wouldn't be meta perk though. I'm certain everyone who hates using Sprint burst would use Lithe and rest would use Sprint burst.

  • Seraphor
    Seraphor Member Posts: 9,420

    2 seconds after it's used, the survivor suffers from Hindered for a further 2 seconds.

    This slows them down a little after it's used and means it can't be used purely for distance in a dead zone, only if you're just about to reach a vault or a pallet and need just an extra couple meters.

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    Take away the i-frames and we're good.

  • DawnMad
    DawnMad Member Posts: 1,030

    Give the survivor a little slowdown after the dash. If you just made it to a pallet or a window with it good, if you managed to bait a hit good. If you did neither and used it for distance on a loop without reaching anywhere, you get hit. I think that would be fair since people wouldn't be able to use Dead Hard to erase their mistakes in a chase while still being able to use it to reach a safe area.

  • Gladonos
    Gladonos Member Posts: 392

    That is actually a very good idea for the perk. Honestly, 90% of the reason I run it is so the killer can't just block the gate with NOED at the end of the game. I find that so frustrating. This would preserve that aspect while hopefully nerfing it in loops.

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    The only problem I have with it is the immunity frames, but that's because I play Huntress. So if I would have the power to change it. I would remove the immunity frames and maybe increase the DH distance.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    This.

    Dead hard negating a hatchet that has hit is just crap.

  • Bravo0413
    Bravo0413 Member Posts: 3,647

    The best way that I can see to “nerf” the perk is to make it reactionary.. so when the killer swings the survivor must react fast enough to avoid the attack.. this being said I don’t think full exhaustion is warranted, though being able to spam DH throughout the match would be OP so a 30 to potential 25 second exhausted would be better imo