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Remove the Distance of Dead Hard and the Perk is finally fixed
The Distance is the biggest Problem of Dead Hard that makes the Perk so Busted
When the Survivor lose a chase but still gets Window or Palet because of Dead Hard it can Change a Game so Hard that u lose so many Time as a Killer that u most likely going to lose the Match
A Game whit 4 Dead Hard Survivor is mostly Impossible to win because u are going to lose so much Time
As a Killer Main u Cleary feels the difference of Games whit DH and whitout DH.
There reason Why there are so many Bubba Players is because 1 shot Killers dont need to Deal whit DH or CoH Bubba is at the Current Game of the least stressful Killer right Now
The Best Thing to Nerf Dead Hard is to remove the Distance so the Perk can still be used to Block Attacks but u no longer gets the Distance ans ein Chases u shouldnt
The Reason Why so many Survivor Loves and defend Dead Hard is because they can easy win Chases whitout Skill
Dead Hard and CoH are the most Busted Perks in the Game that need to be looked at
A Good Thing would be if Dead Hard would be killswitched until the Perk is finally fixed
Comments
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But then that makes deadhard almost worthless. I do agree deadhard is stupid. But I don't want a perk to be worthless.
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The best suggestion to fix Dead Hard has been said countless times at this point. After using the perk, you can't vault or throw a pallet for 3 seconds. Done
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Again you guys are just talking to a brick wall. According to BHVR Dead hard is fine even tho it's in 90% of games. Just BaIT THe deAd hard XD.
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true but what about when you catch survivors at exit gates and they escape coz of dead hard. Happens all the time and is equally infuriating.
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People keep saying this, but it would be literally useless. I've seen survivors dead hard and get no distance and they just go down the next second, because they haven't gotten anywhere.
3 seconds is a long time and would also kill the perk as that's twice as long as the missed swing CD. If you dead hard a swing and were in the middle of nowhere, that dead hard was already not doing anything for you. Now dead harding a swing turns everywhere into nowhere land and now the perk saves you a second from going down.
You guys should just be honest and just request they delete dead hard.
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Nah then what the hell is the point of using it to dodge a hit?
As much as I hate this godamn perk, you literally cannot change the effect of it without making it bottom tier trash. All you can realistically do is increase the cooldown. 40 up to 60 maybe? Unless you just rework it entirely.
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I mean gimmicks are supposed to be worthless most of the time. Nothing good should ever come out of the gimmick if you miscalculated the distance against someone that has a brain.
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Assuming that Survivors miscalculate is pretty much wrong. The bad Survivors might do that, but they also use DH in an open field or plunge their face into a wall while using Dead Hard. But those are not problematic for any Killer.
The good Survivors however dont miscalculate and dont get outplayed by the Killer, they use DH to gain an extra Loop because they get away with it - because of DH.
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90% of the time this happens there's enough distance to wait out the 3 seconds then throw the pallet. Now unless you dh into a wall next to a window or pallet you 100% deserve to go down if the killer falls for the dh.
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I mean saying "dont misscalculate" is a pretty big statement. I've seen good survivors (stated by the community) miss calculate plenty of times but then dh saves them. Like the perk was intended to be a gimmick then people just exploited it into a normal thing.
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There's a difference between a niche use and making a perk's main use too weak.
Like MoM is hard to pull off, but the effect you get for it is at least worth it. Imagine if they made it so MoM only protects you against exposed hits while injured. It would be absolutely useless as a perk even though there is technically a situation where it is useful.
Ultimately if the goal is to "fix" dead hard and make it so dead harding for distance isn't strong, then the perk needs more a rework rather than a straight nerf. Since you need to buff dodging a swing aspect in order to nerf the distance aspect when not dodging a swing. Like you could nerf the distance given to you by the dash and then give Dead Hard a mini sprint burst if the killer swings within a small time frame of dashing. There were some challenges around having the kill whiff a swing iirc so it's already possible for the devs to track that.
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This is pretty easy as there is the score event as survivor to make a blight miss a lethal rush attack. Just make that the perk requirement and when the game detects the killer swings on nothing while in chase and X amount of meters away from you, you get a 2 second sprint burst then get exhausted for 40 seconds (but hey bhvr isn't smart enough for that so I guess it wont happen). So then it actually rewards good gameplay and makes the killer learn as well.
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I think you underestimate how long 3 seconds is. The killer miss cooldown is only 1.5 seconds.
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I am not, 3 second is literally enough time to get around a small autohaven junk loop. Not to mention if the killer decides to try and mind game instead of holding W it will def be 3 seconds.
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I agree completely. The purpose of the perk is to dodge a hit. Take away the distance and you still have the attack cooldown to move away a bit, so it wouldn't be rendered worthless. And it's not just windows and pallets when it comes to distance, it's the exit gates, getting you to another tile, etc.
DH for distance has got to go.
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How do you decide what the purpose of the Perk is? The description says both.
And in fact, the Dash is mentioned first, so if only one part should be the purpose, it would be the Dash and not the i-frames.
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The distance of dead hard isn't enough to make a full extra loop though. It's only enough to finish one and barely make the pallet. Hence why it's so hated. As the killer you'll know they won't be able to throw it down so you should be able to hold w and catch them.
I'm gonna stop here though. I don't wanna defend this perk anymore but I think I've made it clear that I don't think a 3 second action cooldown is the way to go.
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I'd split Dead hard in two separate perks. One giving a 1.5 sec invulnerability to hit without moving. Another giving you the actual DH distance without any invulnerability frames.
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REMOVE THE INSTA DOWN FROM NOED AND THE PERK IS FINALLY FIXED
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Yeah, that's not a good comparison. The insta down is the only significant feature of NOED.
That said, if it were up to me both perks would be removed.
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The developers in the last Q&A said that Dead Hard is going to be changed, but they aren't saying what aspect. They talked both about how survivors use it for distance which, btw, wasn't intended by the devs and just based on what they said, they don't like it either. Which technically would make it an exploit anyone who uses it solely for distance. (not that it matters that it's an exploit, people have exploited for years with little to no punishment so).
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They said they are looking at it. Not that it is going to be changed. Important difference, and should be clear before Killer Mains open Threads "What about the DH-Change?!" for every Chapter/Midchapter...
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Fair enough, take one or the other, then. Or as someone earlier said, split it. Or block pallets and vaults.
Do whatever, but do something. The perk is busted as is.
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All DH needs is only you can use it to dodge a hit.
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On the PTB that nerfed Spirit DH was bugged and barely gave any distance. It sucked. If it gave no distance it would be even worse. No point in being able to dodge a hit if you go down 2 seconds later anyway. Besides, that aspect has counterplay. I've hardly seen anyone complaining about DH's distance alone. Usually the complaint is that it gives them a free window or pallet.
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::looks at dead hard::
wow, survivors find this perk really fun, looks good
::nerfs twins::
-devs
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pffft imagine using perks
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i'd rather than invulnerability was gone, i don't mind if you dash i can still hatchet your back.
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I wish it had an effect similar to Mettle of Man where you could tank a hit for a brief window of time instead of dashing forward, giving you deep wounds + the typical speed boost upon hit if you predict correctly and bait the killer into hitting you during the proposed super small window of activation.
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It's called risk/reward. Something the survivor community isn't ready for.
Current DH for distance is no risk high reward. Blocking survivor interactions after DH makes it high risk high reward.
Granted the perk shouldn't be gutted, but second chance perks shouldn't yield such a high reward with little to no risk!
Examples of high risk high reward
Soul Guard: If your cursed, the perk doesn't activate
DS: Just about any interaction deactivates the perk
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Dead Hard is meant to be in competition for the perk slot with all other exhaustion perks. Sprint Burst, Lithe, Balanced Landing and Smash Hit all exist to give you distance between you and the killer if that's what you want. Dead Hard is meant to be a skill-based perk where you dodge a hit from the killer and use that to extend the chase, but poor design has led it to be used mostly as "gain distance on demand." I agree that locking interaction for a time after Dead Hard would be a poor change, however forcing you to use the perk as intended, rather than it being a solution to every single chase situation in the game is a good change.
If you're unhappy that Dead Hard is letting you dodge an attack but then not also handing you 2 more minutes of chase for free, use a different exhaustion perk.
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Just make it so you have to dodge an actual attack to get the dash. Problem solved. Person fails to use it to dodge attack, they gain zero distance and killer downs them after the momentary i-frames.
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Personally I believe gaining distance is the best use of DH, & not using it to avoid a hit. If you used it solely to avoid a hit, it would not be a good perk and seldom used. Then players would flock to the next best exhaustion perk which will become the new meta, causing killers to complain. My guess? Overcome or Sprint Burst.
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But then it would be useless.
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I think this is the only way you can make DH an okay perk. You can fiddle with the hit window to make it more forgiving if it's too baitable, but this would make a DH play properly skill based.
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The supposedly most OP perk is totally nothing when killers bait it out. It's actually not that strong of a perk. There's plenty of Megs dead harding into walls.
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Sluzzy with all due respect, I've heard you play a lot of Nurse so I think you of all ppl should know why Dead Hard is considered so strong
It's one of the only perks that helps against her in chase. Same with Blight, everyone's favourite.
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To be fair, BBQ is strong on Blight and Nurse so it somewhat balances that out.
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No, I just got it. Make DH a boon, like NOED was made an Hex.
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That would be quite good, especially if it still triggers the exhaustion if the killer successfully baits it.
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That's a given. You'd have to actually use it properly in response to an attack, or it's completely meaningless.
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I'm wondering which of your version or the one from ukenicky (right below) is more fun or balanced (for both sides).
I kind of like them both.
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If it was Endurance, the i-frame window would have to be sharply shortened and made significantly more predictive-based, and not the near-guaranteed reaction you can do currently to basically everything except a point blank non-lunge M1.
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You could make a point without resorting to attacking how you think I play the game.
My thoughts were solely from the perspective of a killer chasing a survivor and the survivor timing the dead hard right and then the survivor getting punished because now they either get no distance since the killer is still on top of them or can't use pallets or windows as the killer depending on which common suggested nerfed it is.
If you want dead hard to be a "dodge the hit" perk then it should reward survivors for doing so. Right now dead hard simply rewards distance or dodging the same which is the problem and the solution isn't to just blanket nerf the perk so it's worse in both situations.
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dEaD hArD iS tOo Op
What about stop a chase with a survivor who clearly knows how to loop, as this post gives me the idea you get outlooped and get mad cause you lose game over chasing one survivor. Just gotta know what chases are worth it. Stop swinging or playing slower killers
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Nice.
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What do you do against four survivors who use dead hard when they lose a mind game, effectively making them three health state survivors.
Expecting enemy teams to do obvious mistake/have incompetent player is most strange things to do in PvP games, you should expect full stacked overlord teams all the time.
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Ffs is already working this way, especially focking pallets, they not working 100% when u dead hard there! I do use DH but still loosing to killers sometimes, maybe killers just need stop expecting easy kills??? Ffs just play better, killers!
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