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An Idea for the New Dead Hard Rework

Top_Secret_117
Top_Secret_117 Member Posts: 154
edited January 2022 in Feedback and Suggestions

Currently you can greed most tiles relatively safely while running dead hard. It does require skill and timing to pull off but can often feel cheap and undeserved, especially when the hit is validated and the killer sees blood and hears pain. To top it off its become more of a crutch perk than a risky altruistic perk as I feel it was originally intended for. Here is my suggested fix on what changes can address these issues without completely defacing the value of the perk.


Make dead hard an automated trigger when attacked that doesnt interrupt survivor movement, but doesnt give any bonus distance either. Triggers an animation similar to Smash Bros dodging, like a side step. Ex



Killer pros:

  • -Shakes the exaustion perk meta, if survivors want distance, there will be better perks for that
  • -No more validated hits that make you feel robbed, you see the animation, you know what happened
  • -if a survivor trys to greed and gets cought halfway through the loop, you suffer a swing cooldown, but without the free distance unless they are positioned for a fast vault, you will likely make all medium- slow vaults and mind gaming becomes easier as you dont have to suffer through much of a distance gain

Survivor Pros

  • -No more awkward stale mates trying to predict when the killer will swing knowing they are waiting out the dead hard
  • -No more exhausted on the ground scenarios, the perk is allways reliable.
  • -Becomes more reliable in situations where you want to be altruistic like taking hits at the hook
  • -still able to save you if you make a mistake immediately beside a window, vault etc , just not halfway through the loop


Comments

  • Sparxlost
    Sparxlost Member Posts: 100

    I wish that dead hard was a skill based skill like maybe they still have a hitbox during it but more realistic sized this would prevent people unimmersively deadharding through me and using it in stupid ways other than to dodge away or to the side if they made this change then maybe they could reduce the cooldown as well i think it would be fun to play with

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    This is bad idea, sorry.

    So DH will save from one hit but miss hit animation not that long. So killer will catch you so fast again. So there is not reason to use Dead Hard on this scenario because you have not any value. You are just destroying this perk.


    I heard better version for rework. You still need to click E. If you are timing good and dodge killer's attack, you will get 150% speed movement for 2 seonds. This will make perk better. Why:

    +Killer can bait survivor to use it early. There is counter for this version.

    +Survivor can not use Dead Hard for distance.

    +Survivor will get reward for outplayed killer.

    Still strong but needs skill.


    But your version does not need skill because it is automatic. And survivor has not any value from perk.

  • Exxodus21
    Exxodus21 Member Posts: 1,170

    Automated Dead Hard?! That's a hard no. It's already a brain dead perk that any low skill player can get massive value from.

    Your suggestion turns DH into a free health state that can never be countered. Why wouldn't you greed for a window or a pallet if the killer has to swing at you and it will be a guaranteed miss? It's now DH what will always give you distance (due to the missed attack cooldown) and a dodge. Everyone would run DH. There wouldn't be any reason to ever use another exhaustion perk.

  • Top_Secret_117
    Top_Secret_117 Member Posts: 154

    ya but what perks really require skill anyways? and do you really have faith in the devs to add skill to dead hard? they are just gonna rebalance it , so lets drop the skill part of this debate

  • Top_Secret_117
    Top_Secret_117 Member Posts: 154

    this perks isnt meant to be used for distance, but for altruism it would be in no way destroyed and at loops if beside a pallet or window directly it can still be used. your describing how the vast majority of people myself included have began to use it as a crutch perk insteand of an altruism tool

  • Valik
    Valik Member Posts: 1,294

    No times a million.


    Dead Hard is ubiquitous and needs a nerf, but this is not a nerf. This is FREE METTLE OF MAN.

    Good Killers can work around the perk - baiting it out, tricking survivors into using it early, or even tricking them to use it to kill themselves.

    The one 'issue' with the perk for survivors is that it takes a bit of getting used to - knowing exactly when is best to use it. That is the best balancing tool for the perk as is. It is a potential escape if you use it RIGHT. The little acceleration has a lot of applications and should not be removed.


    Dead Hard needs a little tweak, but this isn't it.


    This is just Mettle Of Man on steroids.

  • randonly
    randonly Member Posts: 456

    I didn't know that MoM caused exhaustion!!


    @Top_Secret_117


    I liked the idea, I had a similar one but only against hits that ignore the healthy status, here:

    https://forum.deadbydaylight.com/en/discussion/306524/just-one-idea-about-the-dead-hard-rework#latest

  • Top_Secret_117
    Top_Secret_117 Member Posts: 154

    Ya thats a flat out lie. Lets look at some key differences here

    Mettle of man, when procd, gives a 2 second injured speed boost, along with a successful hit cooldown on killer

    Dead hard as reworked in this idea, gives a missed attack cooldown with no distance. Your are going to get hit again unless your immideately beside a recource. The two are very different.

  • Valik
    Valik Member Posts: 1,294

    Hilarious. But you know what I mean.


    It's actually more balanced because it inflicts deep wounds.

    There is no instance of the game where exhaustion is a direct trade for a health state because it is not an equal trade. Dead Hard grants I frames, but the player must time it right.


    If the Legion stabbed people and they were only Exhausted without Deep Wounds - they might as well delete them for all the good it does them.


    If you want to balance Dead Hard - cause the user to be broken for 60 seconds after use, and only gain the ability to use the perk again when healed.

    It will maintain its powerhouse ability to extend chases and thwart killers, but it can't be used constantly and must be conserved, will also trade a health state for a proverbial health state so people cant use healing items to get back on their feet with Dead Hard again in 40 seconds flat.


    They really aren't. In both circumstances you tank the hit.

    If I really have to explain the FUNDEMENTALS of having 2 perks in the game that basically do the same thing, just because there are minor differences, then I'd be wasting my time.


    The comparison is mostly about the rote nature of the change, as it would be stepping on another perk's toes.


    Likewise, you won't have a killer perk that reveals the aura of nearby survivors in a 24 meter radius when you hit a survivor - because Contagious Fright exists. Just because one is aura and the other is screaming, one is 24 meters the other is terror radius, and one is on all hits while the other is on downing - they're still doing the same job and fulfilling the same roll.


    If Dead Hard existed in this state, it would take up the same functional space as Mettle Of Man - just as our made up killer perk would compete for a perk slot against Contagious Fright. Each perk must do something different, you can't have 2 perks that are the same with some minor tweaks.

    On top of it, that does not at all answer the glaring issues of the change that would make it an untenable switch, such as the lack of killer counterplay, the lack of utility, the guaranteed value, and the lack of health-state tradeoff.