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Nerf Idea for (Dead Hard) and (Iron Will)
- Dead Hard
(Only Dash Animation active if he dodge a hit)
DH for me is the only "2nd chance" perk in the game. Not DS/UB. The problem with DH is that even if the killer did good mind game, survivor can just dead hard and reach the pallet.
With this change DH will work the same IF you time it right to dodge a hit, but if the killer didn't swing you will be just exausted with just no dash (or maybe tiny dash/animation to make killer know that survivor used his dead hard)
- Iron Will
(Only 100% silent if you crouch, 75% if stand/walk, 50% if you are running)
Sound is one of the most importent things for killer to track survivors, having 1 perk to pervent this is too powerful. This change will not hurt people who uses the perk for flashlight saves much, but will make the perk less impactful in chases.
The idea is to make the game more skilled and more fun and better mind games in chases. (that means also some killers powers/addons needs changes too but that something for another time)
So do you think its fair changes? and if not why?
Comments
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Their gonna have to make it so you can choose where you dash too if they change it how you said. Outside of that sure it's not a bad change it does make dead hard significantly weaker though which I'm not sure how the community feels about.
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I'd be on board with the iron will change but not the DH one.
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To make it simple DH will work EXACTLY the same if you time your dodge right with killer swing. My change only if you pressed E and the killer didn't swing at you, you will be just exhausted. So people don't use the perk to reach pallets/windows, but to use dead hard to dodge hits.
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Iron Will needs to be effective in chase other wise it’ll end up in the unused perk pile like Red Herring & Bloodhound.
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at least make survivors breathe in chase.
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Dead hard one wouldn't really work. You could just wait to swing untill the survivor is on the pallet and they'll dead hard right past it. with no chance of making it back in time before the killer bodyblocks the pallet drop. Same with windows, swing at the last moment and even if they dead hard they'll be stuck with a slow vault animation and are getting grabbed for sure. For how much i hate dead hard i don't want to see it become useless either. And this change would be against smart killers.
It just needs to have a requirement. It's the only exhaustion perk that doesn't have one (No being injured is not a requirement, that is bound to happen and if it doesn't you're winning hard anyway)
This is how i would change it.
Dead hard
Activate-able Perk.
You can take a beating. Once you enter the injured state Dead Hard activates
When active and injured, tap into your adrenaline bank and dash forward quickly to avoid damage.
- Press the Active Ability button while running to dash forward.
- Avoid any damage during the Dash.
- Dead hard deactivates
Dead Hard causes the Exhausted Status Effect for several seconds.
Dead Hard cannot be used when Exhausted.
So basicly after using dead hard you can't use it again untill you leave the injured state and re-enter it later. So you either atleast have to spend time healing at some point or go down. No more having the benifits of not wasting time healing and having dead hard active all the time at once
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did you know that dead hard is a perk for survivors? its not a neutral perk, not a killer perk but a survivor perk, it should do something positive for a survivor which it does. and why shouldnt survivors have "2nd chance perks" ??? survivors need some extra chances , because of the game design survivors can litterly be denied from playing the game. since 50% of the killers love to camp/tunnel at start of the round then why not have some perks to increase survivability?. killer dont have that problem, they are always there till the end of the round.
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As a Jeff main, I have one thing to say:
Don't you dare to touch my Iron Will.
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