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What do you think about the possible nerf to dead hard's distance?

Faulds
Faulds Member Posts: 903

It has been a little while since that Q and A... so, do you think that nerfing dead hard's distance is a good thing? Overall, i'd say yes. I'm welcoming any nerf to that perk. The question is "will it be enough in practice?". I don't know, but if dead hard ends up looking like those dead hard under clown intoxication... i'd get a good laugh.

What do you think about the possible nerf to dead hard's distance? 25 votes

I think it is a good thing
44%
GibberishF60_31RoboMojoEnderloganYTtenoresaxpizzavessel15FauldsDyingWish92BothSidesEnjoyerStabby_AbbyHanzo_Hasashi7 11 votes
I think the problem lies elsewhere
48%
ValikAwkward_FiendCrowmanAdjatharaevellN8dogGuiltiiTrickstaaaaaThatOneDemoPlayerMarc_123Hitarimagicmooman 12 votes
Dead hard is fine as it is
8%
BeemoCookie_Des_Lys 2 votes

Comments

  • Bwsted
    Bwsted Member Posts: 3,452

    Other: I think there's gonna be no other change to DH because they already shadownerfed validation. Actually, they might nerf that even further or fix the power-eating issue. But that's stuff that they can do on the backend. I doubt anything else is likely to happen.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    I think the problem lies elsewhere

    Nerfing the distance will kill the Perk. Nerfing the I-Frames would do nothing.

    The Perk needs a total rework

  • Marc_123
    Marc_123 Member Posts: 3,615
    I think the problem lies elsewhere

    They idea is to maybe make it a one time use.

    Imo the biggest problem is how often it can be used.

  • Valik
    Valik Member Posts: 1,274
    I think the problem lies elsewhere

    It's not the distance or the I frames, it's the cost. Exhaustion for 40 seconds just does NOT cut it.

    The distance and the I frames are fine - what makes the perk broken is that it has no drawbacks.

    If it made players Broken for 60 seconds and had it so that they could not use the perk again until restored to full health, it would keep the perk's utility strong without allowing it to be used so ubiquitously.


    If a survivor presses E and throws a pallet - you HAVE to chase them. Medkits, Circle Of Healing, these people will heal up in a matter of moments and get their DH back while they're at it. You already did the hard part - ate the DS, but now you are forced to follow it up. Survivors can (and often do) DH out of danger and instantly begin to heal up, knowing that if you face them again within a reasonable time - they will either force their advantageous position even further, finish their heal, or use their Dead Hard again without healing. Some players even run DH with Self Care to 99% themselves, using DH to instantly follow it up with a SC tap - thus escaping danger and instantly being restored to full health.


    You make it so that DH is a last-ditch tool that grantees the survivor will be vulnerable for an extended period of time, and cannot use the perk for perhaps even longer, it makes it not only less as frequent, but - in certain circumstances - a deadly mistake.

    A survivor that uses a Dead Hard may escape the killer, but will find themselves far too vulnerable to go for a hook save after 40 seconds, unlike its current incarnation.


    The problem is not at all the distance - it is the COST.

  • N8dog
    N8dog Member Posts: 541
    I think the problem lies elsewhere

    I think it should give distance OR I-frames, not both.

  • Crowman
    Crowman Member Posts: 9,514
    I think the problem lies elsewhere

    I don't see reducing the distance solve the issue. If the distance is too short, then it'll be useless for dodging hits since you'll still be too close to the killer. Otherwise if not cut enough that it wouldn't nerf the use of dead hard to extend loops.

    My suggestion I've posted a few times has been we cut the distance really short so there is visually feedback for the killer that the survivor used dead hard and give dead hard a sprint burst effect if the killer swings during the dash. This way the perk rewards using it to dodge hits and remains useful while making the distance not useful for extending loops. Since as it stands dodging a hit is useless if you can't make it to a window or pallet anyways.