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What are your arguments FOR Dead Hard?

Trwth
Trwth Member Posts: 921

Salty killer main here. I've heard this topic numerous times over the years and it seems like nobody can agree on anything. So, in the nature of a similar post I made about having an FoV slider for Killer, I'm asking everyone to tell me what they think about Dead Hard, but ONLY from those who are FOR Dead Hard. I personally am against Dead Hard, so if there's something I'm missing, I would love to be enlightened. So...

Tell me why you think Dead Hard is fine. Is it balanced, and if so, how?

Please avoid the Killers vs Survivors comparisons. This is about Dead Hard and nothing else.

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Comments

  • Jeromy137
    Jeromy137 Member Posts: 348

    Basically Dead hard is supposed to be a small boost of adrenaline that makes you dart out of the way.


    I think dead hard is fine how it is but should make small adjustments like shouldn't be able to dead hard over a trap.


    I can understand that people don't like it when they see a hatchet or other ranged abilities not hitting during the invulnerable period but that would require a lot of work on hit validation coding and seeing how hit validation is weird and not accurate half the time It would probably make anything hit you while in invulnerable periods


    Also I remember people saying dead hard should tackle and stun the killer that would be broken because you would no longer need pallets or flashlights to get a person off a killer

  • TheDuhJ
    TheDuhJ Member Posts: 475

    By for dead hard, you mean it shouldn't be changed at all?

    If so I'm just curious what is your problem with dead hard?

  • vacaman
    vacaman Member Posts: 1,140

    None

  • Trwth
    Trwth Member Posts: 921

    I'm asking why you think Dead Hard is fine. As in, what are some good traits about Dead Hard that make it a healthy perk?

    My problem with Dead Hard is that I feel like it gives people second chances after messing up. More than a few times have I mindgamed someone only for them to dash to a pallet, saving them despite the fact that they misplayed. It's just so powerful for an ability you can use at without any conditions.

  • Trwth
    Trwth Member Posts: 921

    Very astute and humble response. I kinda feel the same the way. You do feel like a badass for dodging at the perfect moment with DH, but it is extremely frustrating that it can extend chases as much as it does. A 4-second chase could be made into a 2-minute chase just if the Survivor has Dead Hard.

  • MrSlippery
    MrSlippery Member Posts: 98

    On survivor side, I use it because it's good. But then again, it's the only good perk I use. My current build is Dead Hard, WGLF, Vigil, and For The People.

    On killer side, I never had too much of an issue with it, depending on how it was played. If a survivor dodges my attack with it, then it's no big loss. Would rather that, than a Dead Hard for distance.

    As long as it stays in the game as it currently is, I'll use it on survivor, and I'll deal with it as killer. Plus I tend to played either ranged killers, or killers that make full use of STBFL. Chases don't really last very long. Especially when you got Chad Nemesis, with tier 3 tentacle and 8 STBFL stacks, or Huntress and her homing hatchets.

  • Rhoska
    Rhoska Member Posts: 273
    edited October 2021

    @Trwth

    "A 4-second chase could be made into a 2-minute chase just if the Survivor has Dead Hard."

    That sums it up perfectly. The payoff is disproportionate.

    A) Unlike exhaustion perks generally, its specifically Survivor controlled to activate it, and even worse, it can be flicked to angle off the current trajectory which causes some apparent problems with hitboxing.

    B) This perk does things to chases that can have enormous consequences, and its so ubiquitous that its changed the entire paradigm how chases are run, whether its slotted or not, or off cooldown or not.

    -------------

    I dont like it in the game, and noteably I also dont use it as Survivor.

    Infact I dont slot ANY exhaustion perks, but thats my own preference.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    @Trwth I think dead hard is good because it is the only true counter to insta downs.

  • hiken
    hiken Member Posts: 1,188

    the only perk that can make going against killers without counterplay like nurse and to an extent spirit when she comes out from phase tolerable and still, not really... dead hard is fine.

  • jesterkind
    jesterkind Member Posts: 7,959

    Agreed- but I think that people are as mad as they are about that two minute chase because it's devastatingly bad for their overall match pressure if they don't manage to down a survivor quickly in critical moments.

    Even so, I find the chase isn't usually extended that much by just dodging a hit unless the survivor's already in a strong area, so even then I genuinely don't think that aspect of it is necessarily a problem. Dead Hard for distance when you caught someone out of position and should probably get a down is the more genuinely irritating part of the perk- they could tweak that but I would rather see changes to tile spawn coding first lol

  • Rhoska
    Rhoska Member Posts: 273

    Since Dead-Hard is only activeable when you are already injured, it doesnt matter if the incoming hit is an insta-downer or not.

    See what I mean?

  • Rhoska
    Rhoska Member Posts: 273

    @jesterkind

    "Even so, I find the chase isn't usually extended that much by just dodging a hit unless the survivor's already in a strong area, so even then I genuinely don't think that aspect of it is necessarily a problem."

    If you think it doesnt make that much of a difference, are you then of the opinion that if DH did not exist, the length and eventual success of chases would not be much changed?

  • realflashboss
    realflashboss Member Posts: 328

    I think its the same as other exhaustion perks tbh only more buggy if anything.

    The advantage it has over others is that you can choose when to use it whereas sprint burst for example you have to sacrifice walking to save it to use later.

    I think for a killer it feels like you're cheated because of the invincibility for a second but the distance you can make compared to sprint burst or lithe is negligible. I dont really see why it gets any more hate than any other exhaustion perk, other than as i said, it is more obvious at denying the killer a hit.

    Its like head on is quite annoying for killers with the stun and often annoys killers (dont think it gets complained about as much though as its not used much) but in reality its not that great to escape a killer as you barely get any distance as theres no speed boost.

    I dont run DH cuz i dont like being exhausted on the ground!

  • jesterkind
    jesterkind Member Posts: 7,959

    When it's used to dodge a hit, the length of the chase isn't that different most of the time. It's when DH is used to make distance and reach a strong tile that it extends chases to a serious degree.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    No, if an instadown is generally active you have a second chance to nullify its effect. Health states in of themselves are second chances. Dead hard is your second chance in light of anticipating instadown. So if a killer runs make your choice. You approach the hook injured because now you the insta down can be dodged. Does this make sense?

    So instadown removes a second chance by effectively removing a health state, and deadhard helps replenish that second chance despite the instadown.

  • Trwth
    Trwth Member Posts: 921
    • You can't say the same about other exhaustion perks (besides Sprint Burst, but that's another topic). Balanced Landing requires you to fall from somewhere, Lithe you need to vault, Smash Hit you need to secure a stun. For Dead Hard, you can use it on the go with no prerequisites. Being injured is not a prerequisite because losing a health state is not something you go out of your way to do just to activate Dead Hard.
    • Exhaustion just prevents you from using Dead Hard twice in succession. That's not a drawback.
    • Yes, it can happen to any player but that isn't the point I'm trying to make nor does it make Dead Hard any more fair.
    • What
  • Unicorn_scarecrow
    Unicorn_scarecrow Member Posts: 63

    Playing both sides, I don't mind it either way. All second chance perks are hated by the other side. It's just a part of the game, if they removed one, it would only be fair to remove them all and so many people would be livid.

    As a survivor, Dead Hard has kept me from going down quite a bit, especially on those Bubba radius camped hooks, so it has that going for it. I also have Dead Harded into things right in front of the killer, that's always so embarrassing.

    As a killer, I've seen some nice DH plays and I have to give credit where it's due but I have also had people screw themselves with it by DH'ing into stuff too and they had to go down for it.

  • Rhoska
    Rhoska Member Posts: 273

    You didnt answer the question. You made up another one of your own imagination and answered that instead.

    Please go back and read the original question.

    I see what you mean, but that is not in contradiction to what I said above, its "additional" to it, because Dead Hard (for reasons that are not clear and rather arguable) provides a very short hit/effect immunity in addition to the dodge effect.

    And that frankly just makes DH even more heinous, and why its so "stuck" in meta to the point that it completely changes how chases (and other Killer actions) have to run.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    I'm not going to answer every little point that you attempted to extrapolate out of a less than 15 word sentence. All I'm saying is Dead Hard gives you a second chance in place of your fully healed health state. if fully healed survivor with is not exposed, they get 1 fuhck up. If a fully healed survivor is exposed they get 0 Fuhck ups. If an injured survivor is exposed with dead hard, they get 1 fuhck up. That is what I'm saying. In the case of insta downs, dead hard gives back that 1 fuhck up. Say what you will about it, but its a fact.

  • xEa
    xEa Member Posts: 4,105

    The only change DH needs (and its a big one, i know) is the 0,5 seconds invincibility. Remove that and DH is still a good perk but more fair.

  • jesterkind
    jesterkind Member Posts: 7,959

    I clarified the sentence you highlighted. The part that I don't think makes much of a difference is specifically dodging a hit, not the existence of Dead Hard in general. So yes, between chases where a survivor has DH and dodges a hit, and chases where the survivor does not have DH, I don't think there's that much of a difference. DH gives them something - it doesn't do nothing - but it's not enough to be a problem and honestly rarely even that impactful.

    That's not to say it never extends a chase significantly, just that I find that happens pretty rarely.

  • KingFrost
    KingFrost Member Posts: 3,014

    Dead Hard isn't really a problem with the game. It feels bad, but a lot of things in the game 'feel bad'. The problem with the game is survivor spawns.

  • Rhoska
    Rhoska Member Posts: 273
    edited October 2021

    I didnt ask for a clarification of what you had previously said.

    I asked for an answer to my specific question that I expressed to you, on what you had said.

    You have not answered that question.


    Let me repeat it for you here, so you dont get lost and befuddled trying to find it or addressing it specifically, verbatim:

    "If you think it doesnt make that much of a difference, are you then of the opinion that if DH did not exist, the length and eventual success of chases would not be much changed?"

  • TheDuhJ
    TheDuhJ Member Posts: 475

    I know, I'm trying to answer OP's question why dead hard is a perk I'm for. I'm not a purist who says dead hard is a perfect perk and shouldn't be changed. I think dead hard working in every other circumstance outside of instadowns is repugnant. It's the only true second chance and exaustion perk that works everytime when you need it.

  • jesterkind
    jesterkind Member Posts: 7,959

    Damn, bro, are you always this aggressive?

    Alright, fine. No, I am not of the opinion that the length of chases would be mostly unchanged if Dead Hard weren't in the game. I've not said anything to indicate that I would be of that opinion.

  • Rhoska
    Rhoska Member Posts: 273
    edited October 2021

    @jesterkind

    Expecting an answer to a question on what is said is not "being aggressive".

    Its common courtesy to respond to queries on what one has said. Its considered very discourteous to instead answer some imaginary question by moving the goal posts and trying to reformulate what was asked, into something else.

    And I dont appreciate at all you there insinuating Im being somehow "aggressive", which is EXTREMELY discourteous, when its you that is being deliberately evasive and causing me to have to repeatedly ask the same question, in a waste of my, readers and ultimately your time as well, "bro".

    "Alright, fine. No, I am not of the opinion that the length of chases would be mostly unchanged if Dead Hard weren't in the game. I've not said anything to indicate that I would be of that opinion."

    Then it can be removed, as its removal will not have much effect at all. Thanks for your answer.

  • jesterkind
    jesterkind Member Posts: 7,959

    So first of all, I said it's removal would have much effect, not that it wouldn't. I am not of the opinion that it's presence makes no difference.

    Second of all, I did respond to your query. I made a statement about specifically dodging a hit with Dead Hard, and you highlighted that statement to ask about the presence of Dead Hard in the game at all- to which I responded that I do think Dead Hard makes a difference, just not in the specific situation that the message you highlighted was discussing.

    I was answering your question by being specific. You wanted to know what I thought, and I was conveying that more thoroughly than a simple yes or no.

  • Trwth
    Trwth Member Posts: 921

    That is not what I am trying to do and I apologize if it seems that way. I'm just not convinced by any of your points. Specifically the last one in your original response is just you naming every situation where Dead Hard is obsolete, and I agree. However, I don't think that makes Dead Hard balanced. DH is not a hard perk to use at all. When put in the hands of an experienced Survivor who can effectively chain loops, DH makes them nigh impossible to catch within a reasonable time because it will cover them for any window/pallet just out of reach or mistake made. And if you drop chase, they'll have DH back by the time you find them again and the cycle will continue.

    And yes, before you say it, not every Survivor is as good as a comp player. But a competent Survivor who understands tiles can do the same thing just as easily, especially if the Killer you're playing doesn't have a special attack or some high-speed power like Spirit.

    Please tell me I'm crazy and name a similar scenario where that isn't just ridiculous.

  • Toastyy
    Toastyy Member Posts: 226
    edited October 2021

    The fact the dead hard is the 3rd most used survivor perk shows that it’s not a bad perk, sure sometimes it might not do anything for you but it makes up for it when it works the other times. I’m against dead hard, I think people run it because it doesn’t require you to walk around or jump off a cliff. It just requires you to be injured which good survivors sometimes don’t even care that when they’re injured.

  • Nomadd
    Nomadd Member Posts: 167

    What about NOED? Gives even more chances after someone messed up. The whole game you can't catch someone, then suddenly you get free down/kill.

    There's no problem with Dead Hard, there's no problem with NOED. Some perks are just good and are supposed to help you in certain situations. On average DH gives you few more seconds of the chase. Sure, there are situations where it'll give a way out, but on average it won't do much. We remember mostly those situations that were worst for us, you, as the killer, remember mostly situations where DH gave your opponent much longer chase, I, as a survivor, remember that it "never" works and I'm "always" exhausted on the ground.

    Plus - isn't that the point of using those certain perks? Wasn't that designer's choice? To actually BE second chance perk? And what do you even mean without any conditions? You have to be injured and you're then exhausted, it's not like you can spam it. And yes, being injured IS a condition (same as vaulting for Lithe or falling for Balanced). Killers that insta-down will bypass that.

  • Rhoska
    Rhoska Member Posts: 273

    @Nomadd

    "What about NOED? Gives even more chances after someone messed up."

    DH gives as many chances as you can get off exhaustion cooldown, whether you OR killer messed up. NOED however only pops for the last minute or so of game, and when exists are already open. The 4% speed boost is minimal, and wont change a whole game of not being able to catch someone, except perhaps for one down.

  • Trwth
    Trwth Member Posts: 921

    I specifically said not to use whataboutism. Please focus on the topic at hand. What you guys are talking about are separate issues that should not be compared.

  • Nomadd
    Nomadd Member Posts: 167

    Well then I gave you my answer - you said it's not balanced because it gives a second chance and in my opinion that's exactly why it's fine. Plus you still need to know how to use that. And on average, it doesn't do much.

  • Rhoska
    Rhoska Member Posts: 273

    @Nomadd

    "And on average, it doesn't do much."

    Then you would have no problem with removing DH or nerfing it, as the change would not do much, on average.

  • Pepsidot
    Pepsidot Member Posts: 1,662

    I am an avid Dead Hard user, yet I know it's broken. But if I were to layout arguments as to why it should stay as it is, I'd focus on the fact that it is excellent against top killer powers like Nurse and Blight.

    Sometimes I'll go against a Blight doing an almost 360 flick (which seems to have become normalized... despite it being an exploit?) yet my Dead Hard saves me. Playing against the top two killers (presuming they're decent players) without Dead Hard is very painful.

  • TheDuhJ
    TheDuhJ Member Posts: 475

    So what are the top two survivor perks then? BT and DS?

  • Starr43
    Starr43 Member Posts: 873

    Dead Hard is 100% fine until they remove BloodLust. BL needs to go in my opinion.

  • Toastyy
    Toastyy Member Posts: 226

    Self care being number one and Borrowed time being two. Self care is number one because it’s widely used on the lower ranks and even higher rank play. Borrowed time is a no brainer.

  • NOEDENJOYER
    NOEDENJOYER Member Posts: 237

    jUsT bAiT iT oUT 5HeAD

    It's almost like using it for distance isn't the common thing now? No?

  • Nomadd
    Nomadd Member Posts: 167

    Well nerfing, by definition, would lower the value of the perk. So from 'useful' would go to 'unplayable'... yeah, sure I wouldn't mind that.

    But in all seriousness - if it was nerfed, I wouldn't cry, I mostly don't care when something is changed, I'm as far from sweaty tryhard as possible, but still - I don't see a reason why it should be nerfed. Sure, it helps, but it helps once and it's just that - help, why shouldn't survivor have that? Killer is already faster, have bloodlust... it feels rather fair to have a chance to manage to get to another loop.

  • Rhoska
    Rhoska Member Posts: 273

    "it feels rather fair to have a chance to manage to get to another loop."

    There are other exhaustion perks for that.

  • Nathan13
    Nathan13 Member Posts: 6,721

    Dead hard is fine. Sure it can be annoying at loops but other than that you can easily bait it out.

  • Nomadd
    Nomadd Member Posts: 167

    Until someone starts crying that exhaustion perks in general are OP and shouldn't be in the game (I've seen certain youtuber like that, I won't name him because of my despise for him) xD

    No, but like seriously - each exhaustion perk helps with different situation, no perk is universal, no perk works in every situation. When you're running in corn Balanced Landing won't help you, but Dead Hard will. If you're on Haddonfield, most likely Dead Hard won't be much help, but Balanced Landing will be borderline OP.

  • James4125
    James4125 Member Posts: 266

    I'd happily take this trade in an instant if it means no more dead hard for distance. But first maps like Haddonfield would need a hard rework so that you can't just run from window to window forever. Although that's a separate issue.

  • Xaraleph
    Xaraleph Member Posts: 36

    I wouldn't say fully universal, but Dead Hard does apply to many situations overall. I don't run it, but I see the frustrations/love with/for it. I think it's in the same boat as my trusty We'll make it, only worse. Most of the time, it applies, but when it doesn't help, it shows.

    The streamer you mentioned sounds truly talented. I wonder if I've watched him before.