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Yet Another Dead Hard Change Thread

vladspellbinder
vladspellbinder Member Posts: 321
edited March 2022 in Feedback and Suggestions

Yeah yeah, Killer Main [female dog]ing about Dead Hard again. These things are a penny a dozen if not cheaper. But I had this idea while I was working last night and mulled it over and wanted to share.

Now my goal here isn't to just ~NeRf DeAd HaRd~ but rework it to be a bit more in-line what what I think it was intended to be as well as make it work better with David's other two Perks.

First off, name change. New name is "Take The Hit", befitting King's pugilist nature. Second off, icon change. New icon is David taking a punch to the gut and not flinching.

Now the actual changes. New text reads: "You can take a beaking.

When Injured, tap into your adrenaline bank to tough it out and not go down.

(bullet point) Press the Active Ability button to gain the Endurance Status Effect for 2 seconds. Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.

Take The Hit causes the Exhausted Status Effect for 60/50/40 seconds.

Take The Hit cannot be used when Exhausted."

This would remove the "Dard Hard for distance" problem, my MAIN problem with the Perk, while also keeping it as a means for the Survivor to prevent themselves from getting downed if they time it right. It would also synergize better with his other two Perks, giving No Mither a 'second health state' like a lot of people would like while not changing that Perk in anyway AND enabling you to take two Protection Hits in a row for We're Going To Live Forever if safe hook rescues are scarce for whatever reason. Keeping it on an activation instead of just having it be while Injured and not Exhausted allows it to combo with other Endurance granters like Borrowed Time and would let it work especially well with Mettle of Man, being able to take two Protection Hits in a row and all. This change what is normally an "Only Protect Me" Perk into something that keeps the self-protection aspect while also enabling you to get in and protect teammates instead of just trying to bait out a "swing into Dead Hard" which most Killers won't fall for.

On the Killer side of things it makes it a bit more fair, removing the free distance and giving you an actual hit. I'm not sure if the 150% for 2 seconds boost being hit gives them would get them more distance than the Dead Hard math of variable speeds for a bit more than 1.1 seconds does but I didn't want to mess around with Hindered to try and make it more even. The main factor though is as a Killer you get an actual hit in for all of your Perks that care about that, gain BP for the hit AND for the chase being a "success" and if you don't want to follow up for the down then you know that Survivor has to spend some time Mending instead of just jumping right back on a gen. Over all I think the trade off in distance they gain for you getting an actual hit in balances out. And it would force people to take ACTUAL HITS instead of just leaping forward to a pallet or a vault, forcing better timing to make the best use of the speed boost.

So that's my idea and my rational for it.

Post edited by Rizzo on

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