Prediction On Dead Hard Being Looked Into
Oh no, not another DH thread.
This is a prediction to address the expectations after we've been told DH is being looked into. I'm not wishing for changes in one direction or the other. I'm just laying down my analysis of what I think it will happen given recent observations.
And the prediction is based on my assessment that DH validation has been already heavily shadownerfed. I'm not talking about the visual and audio feedback. I'm talking about actual hit registration. Survivors are back to sliding on the floor when being hit. I've personally downed one person visibly mid-animation, which should've not happened on my screen (it was probably still a very odd occurrence). As survivor is the same. You essentially have to DH for distance or DH preemptively, otherwise you'll get a latency hit at 30 ping unless the killer has top-tier ping as well. Playing in EU, I face many laggers, and this behavior is consistent.
For these reasons, considering I feel we're essentially in the same situation as pre-validation, I don't foresee any further changes to the perk itself.
If you remember, back in the days the devs had said they were looking into DH, but because it wasn't functioning properly with the switch from p2p to servers and not planning other changes. Which, I suppose, meant the perk was fine in the stats. That prompted the introduction of validation and a few months down the line DH being looked into again, but for opposite reasons. Considering the (supposed) shadownerf to validation, I expect the stats to go back to where they were and DH to not be seen as problematic by the team anymore.
If that happens, we will have come full circle (not of healing).
P.S. if this prediction turns out to be accurate, please make sure to post your pet pictures on my profile.
Comments
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Oh no, not another DH thread.
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DH validation has been already heavily shadownerfed. I'm not talking about the visual and audio feedback. I'm talking about actual hit registration. Survivors are back to sliding on the floor when being hit. I've personally downed one person visibly mid-animation, which should've not happened on my screen (it was probably still a very odd occurrence)
Do you have any proof of that ? Recorded gameplay ?
For these reasons, considering I feel we're essentially in the same situation as pre-validation, I don't foresee any further changes to the perk itself.
You are in denial.
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I don't, but as I pointed out that was probably a very odd occurrence and maybe not worth too much attention. I included it but I was unsure if it was relevant.
Otoh, the sliding on the floor is very common.
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What do you mean by "sliding on the floor" exactly ?
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The situation where a hit survivor skips the falling animation and slides on the floor. It was typical of failed DHs pre-validation era.
I'm not in denial of anything. If your experience is different, feel free to share. It's a discussion forum. Resorting to strawman arguments doesn't advance the conversation.
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That’s lag.
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Which is what validation compensated for, but it doesn't anymore in my experience.
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No, validation is not meant to compensate lag on the survivor side.
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Well this is BHVR so my guess is they'll make some kind of nerf that does absolutely nothing to deal with WHY killers hate the perk so much (like they'll make the exhaustion time 45 seconds to 50 seconds).
Then people will get to claim it's been nerfed so it's no big deal anymore so we don't need to do anything about it anymore.
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Dead hard never change.
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I genuinely don't understand why so many people think BHVR blindly follow stats for their balancing when that clearly isn't true and hasn't been for a while.
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Probably gonna look at data for another few years like they said "we're looking into dead hard" late 2020.
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That is incorrect. The game used to only consider the killer's input, now it checks which of the two came in first. This means killer lag is being compensated for. Survivor lag still hinders them just the same, since it means their input is received later by the server.
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Exhausted on the floor was gone well before validation.
The timeline was this:
- exhausted on the floor,
- then changed so that you would be only momentarily exhausted and then being immediately refunded,
- to then not being exhausted at all and simply skipping the falling animation aka sliding on the floor,
- Validation
- Now back to sliding on the floor
EDIT: the timeline is referred from the introduction of dedicated servers and then forward.
And it's no use repeating it's lag. Of course, it's lag. That's what caused it in the first place and which they tried to fix it with validation. The point is that validation has been nerfed and the effect of lag is apparent again.
Nobody said blindly itt. The devs hammer on statistics frequently. Of course, they value the numbers. It's one of the parameters.
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But in the case of Dead Hard, the only way you could come to the conclusion that they're not going to make any further changes at all is if you think they only look at what the stats reflect.
We know that isn't the case. We know perks that just 'feel' awful to go against still get changed even when the data and stats don't reflect them overperforming.
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Here's my prediction:
"We've noticed that Dead Hard has seen a surge of use since the improvement of validation. We wanted to make a perk that gives the survivor the chance to dodge a hit from the killer, but we understand that this sometimes causes frustration for the killer player. We've taken a look at the data, and we feel comfortable with making a change to make Dead Hard feel more fair while retaining the perk's identity and fun. From now on, Dead Hard will now cause the exhaustion status effect for 65/55/45 seconds, an increase from 60/50/40 seconds. We'll be keeping a close eye to see if any further changes are warranted in the future"
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I'm predicting that they'll barely tweak it and call it a day. Dead Hard will probably always be as OP as it is now.
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I have had the "momentarily exhausted and then being immediately refunded" till the DH hit validation server release.
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Yeah, just like 80% stats 20% feedback.
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They're not gonna make exhaustion perks have different timers for new player accessibility.
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Honestly the simplest resolution would be remove the invulnerability. That would encourage it to be used for distance, and dodging attacks, than using it to fix mistakes. No more "oopsies, the killer mind gamed me around the pallet, press e! teehee!"
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meanwhile i keep getting my hits rejected with visual and audio feedback a lot still , feels bad😅
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What's your ping, if I may ask?
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60- 90 ms
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This prediction is wrong imo. Here is my prediction.
The thing is Dead Hard lies about what it does in its name. No one is doing any dying. Thus I propose the following fix.
Anytime a survivor uses Dead Hard a random survivor is killed by the entity instantly. The survivor who used the Dead Hard will have to pay the deceased survivor the life insurance payout in Blood Points. If this cannot be done due to lack of funds the survivor using Dead Hard will be taxed at 25% of their BP earnings until the life insurance is paid out. Life Insurance is 100,000 BP.
For obvious balance reasons, the random survivor that could die includes the survivor who used Dead Hard. If the Dead Hard using survivor is in fact the one who died they don't have to payout and will receive 100,000 BP from the entity (a.k.a. social welfare blood points).
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My prediction.
In 2 years from now at the start of the 32 consecutive month of off season for DBD, they will finally nerf DH by increasing the exhaustion time to 50 seconds and never touch the perk again.
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If only they'd fix the current major bug of DH eating a killers power (the classic Nemmy pallet not breaking) etc while they're doing the looking - I mean, they "looked" at Nurse for 3 years before actually doing anything so I'm not holding my breath here.
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