Yet Another Dead Hard Change Thread
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.
Comments
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BHVR said they are looking Dead Hard. Your post will not make them faster probably.
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Isn't this a stronger on-release mettle of man basically?
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And if you're a ranged killer the distance is not a problem but the free hit is.
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Well the survivor still get's the free distance. They still would get the temporary speed boost for being hit, and on top of that it also ensures the invulnerability intended from Dead Hard. The only difference is that you're wounded.
So in a way you are buffing the perk, for a minor nerf. The perk would take less skill to use, and be more reliable in most situations, but on the other side you get the minor inconvenience of having to mend yourself if the Killer gives up chase.
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Remove distance. Done, that simple tbh.
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Isn’t that just mettle of man tho?
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Ah yes, make the perk dead. Simple as that huh.
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::looks at dead hard, sees it's used by 98% of survivors::
WOW, survivors really love this perk it must be really fun for them
::nerfs Twins::
-devs
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I don't see any problem here, necessary sacrifice for game health.
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I don’t see a problem either honestly.
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Nope not at all, just has a limited use like most perks. Removing the distance still gives the ability to DH ranged attacks, over traps, avoid hits especially ones like billy, blight etc.
There are many uses other than distance, distance is just the most used and most impactful as it corrects your mistakes and hurts all weaker killers more than the top tier ones
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I think this is one of the changes that would actually cause the survivor player base to plummet. Maybe the only change that could possibly cause survivors to leave in mass.
I'm saying this in the complete belief that Sprint Burst is a much better endurance perk and really despise using Dead Hard. (I rate Dead Hard under Sprint Burst, Overcome, Lithe and Balanced Landing).
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Mettle of Man doesn't inflict Deep Wounds, but point taken.
Maybe have it inflict Broken instead, if your aren't broken already. Would make it pairable worth No Mither for those Adept Davids
Otherwise I'm in agreement the distance needs to be lowered or removed. My understanding of the idea behind Dead Hard is you use it to make the killer miss a hit they'd otherwise make. Make that more reliable and, while the perk will probably stay annoying as all get out, it'll be so for the right reasons and require some skill to use since, even if you went for he OP's window of Endurance idea, you'd still have to time it right.
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