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Dead hard makes me feel like my my skill when playing killer does not matter
Chasing a survivor is the most interactive and fun thing you can do in a game, and I would say especially more so when both the killer and the survivor are not really good. If the killer is decent and the survivor is about the same skill level, chases can be pretty fun since little mindgames on either side can work out most of the time.
This makes for some pretty interesting and fun chases throughout the game. But when you add dead hard into the mix, it completely takes away any sort of fun for lots of people. Not completely, but it feels pretty bad to get hit by.
Nothing is more disappointing than performing a perfect mindgame at at loop only for the survivor to correct their mistake with the press of a button, or chasing them only to barely miss them because they dead harded to a safe place.
Dead hard also has no special activation requirement other than being injured... which is what the killer needs to do to progress the game. Survivors earn dead hard by being injured.
It just makes me feel like it doesn't matter how good I get, or how many little tricks I know as killer because a survivor can negate it by pressing a button on their keyboard.
Hell the survivor doesn't even have to be good at chases, even if they are decent and know how to use the perk then it becomes nightmarish.
It doesn't matter how good you are or how many tricks you know, dead hard will prevail.
Also you can still dead hard through bear traps. Poor trapper.
Comments
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Yea thats my biggest complaint as well. "Oh you outplayed me? But alas i outplayed you with a single button"
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They can't dead hard my chainsaw... And they are not smart enough to pre drop... So I cannot relate to this plight.
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It's incredible how many survivors are hard carried by Iron Will and Dead Hard
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They can, that's kinda only way how to survive after getting unhooked. Just BT is often not enough.
Not only way, SB and Overcome works too.
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Dead Hard is overtuned, yes.
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Yeah. When I mindgame them they just have to press E and I'm penalized because I have played well and they didn't. Very fair.
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I am going to be honest, once they realize you are counting for BT, they get really desperate and the nod trick works to bait it out. Like, I rarely feel robbed unless I screw it up myself. As Leatherface, anyway, as if they are near a pallet, you know, they usually dead hard into the drop, buying them another few seconds at best.
I did lie though, I know how annoying it is to deal with as other killers. But you know, I have to stay in character as a toxic Bubba one trick pony or I might lose street cred.
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There needs to be something the Survivor has to do in order to earn Dead Hard throughout the chase.
Its the only exhaustion Perk in the game that allows its user to use it at any given time without any prior action that the Killer could have anticipated.
the only other exhaustion Perk that comes somewhat close to such level of freedom is Sprint Burst - and even that is restricted to the very beginning of a chase AND comes with the downside that the Survivor can not traverse the map fast outside of chases (otherwise they activate SB and risk not having it when they do get found).
Dead Hard needs either a clear activation requirement before it can be activated, or it needs a serious downside added to it that hinders the Survivors in some other capacity.
but as it stands, this Perk is just a "get out of jail for free!" card. its plain and simple unhealthy for this game and needs to be reworked to some extend.
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Yeah, Bubba and few other (mainly exposed) killers just don't care that much about DH..
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I still think what is Dead Hard should be 2 separate perks:
- For Distance: Pressing <use power> lets the Survivors dash forward. They can still be hit.
- For I-Frames: Pressing <use power> lets the Survivor lose their hitbox for the second or so (however long DH lasts). This lets the Survivor: Run over Trapper Traps untouched. Avoid attacks. Avoid damaging Killer powers (chainsaw, tentacle, etc). Or run through the Killer when bodyblocked. But it has to be well-timed, given the small window of i-frames.
Now, Survivors can either pick to make the loop, but have to use it early to avoid a hit, or become i-framed.
Edit: Or keep it as 1 perk, but it's effects are bound to 2 separate buttons. So you can activate one OR the other, as situation demands. But never both, and not one right after the other.
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I recommend a dozen teabags and/or clicks at a pallet should be the activation requirement. That sounds fair.
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Instead of rework, maybe just have it limited to twice a game.
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Yea no. Horrible idea.
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Get a token every time you repair a gen. Each token let's you DH once. That would still make it better then Coup de grace since you can't chose not to activate it.
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I mean survivors feel the same when playing against a good nurse, your skill doesn’t matter if she is good enough you will go down. Same with blights/onis that know how to flick
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I'm not the biggest fan of DH while im playing killer, but biggest issue i have with the perk is the validation. I've been thrown off multiple times since i see blood and i hear a scream so i assume they are downed just to realise they are half across the map since they got validated.
It's very confusing sometimes and i do wish that would be fixed.
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Yeah DH eating a killers power is ridiculous.
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Yep, I agree. Either of the two effects Dead Hard gives is good enough on its own that survivors might use the perk. Having both combined into a single perk is what makes it really overpowered in my opinion. They could strip invulnerability out entirely and it still might be one of the most popular perks in the game for survivors based on how many of its current users like it just for the extra distance it gives in a pinch.
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That’s what I hate most about DH. The whole point of a chase is to outplay the survivor, but if you do they just press a button and reset. That’s potentially 4 outplays negated every 40 seconds. Pressure is a vital resource, and for it to be stolen so easily and consistently is clearly a problem.
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DH is a little over tuned right now. Instead of just being a get a free hit denial it's that, plus making a decent amount of distance. The issue is even with average survivors, this can be used to extend chases far beyond what would have been. Sometimes even up to a minute or more if they play even normally. And that's at no fault to the killer. Between how it's currently tuned and how map tiles can spawn in, add in that it's usually 4 dead hards being run, this can waste a lot of the killer's time and pressure that wouldn't normally have happened.
All they need to do is just remove the distance and make it a 'eat a free hit' perk when timed properly. That's really all it needs.
But a bit of advice, most power animations can be used and then quickly stop to bait out DH without losing distance. Like Doctors shock, Pinhead's possessed chain, stuff like that. If you do it fast enough the animations like similar to an attach wind up so survivors will usually dead hard. When done in open space leaves them with no where to go and you not losing any distance.
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Get rid of the I-Frames... Just give them distance. That way there is none of that last second perfect Dead Hard BS when you are right on their ass and do a quick hit. If the Killer is THAT CLOSE to them in chase the quick hit would now be prioritized as the hit box is already out before the new Dead Hard, which now has no I-Frames.
Difference is there are FAR FEWER perfect Nurse players compared to the # of people who can use Dead Hard even decently. Being that good with a Nurse requires tons of practice whereas using Dead Hard to even 2/3 of its full potential is like taking candy from a baby.
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I hope it get nerfed soon.
In a match yesterday with Legion, Thompson house, my MMR with Legion is quite low because he is a bad killer and I don't play him (or them?) a lot, the 4 survivors were quite bad except an Ace who was a bit better, I killed two of them pretty quickly, 1 gen remaining anyway, I hit the Ace with the power and he go straight to the shack, I win a mindgame and hit him in the middle of the shack, hit validated Dead Hard, he dropped the pallet of the shack, almost all the pallets were still up because the other two killed survivors didn't use a lot of pallets by bad positioning, the Ace made me a tour in the map dropping almost all the remaining pallets, I don't know how much time the chase lasted, but he went to two jungle gyms and three loops. Fortunately the other survivor was idiot and didn't repair the last gen and I won, a single "E" in the middle of the shack almost cost me one scape or two, if there were most survivors alive that would've been a lose, A SINGLE "E".
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Dead Hard is actually the most unhealth perk in this game since it doesn't need any survivor skills and it harms the killer's fun since we have to deal with this perk DOZENS of times in a SINGLE match.
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Aka press E to outplay
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