Please find some other way to fix dead hard
I just randomly remembered a while back when you said you wanted to remove the ability to dead hard for distance alone, by making it unable to activate if not dodging a hit. But the issue with this, is that the I-frame + speed boost still isn't exactly fair to deal with.
We know this right now, so how do we deal with it? We get as close to them as possible without swinging or fake an animation to FORCE them to use dead hard WITHOUT us swinging. Currently the only dead hard counter is making someone use it before you swing. And with this "nerf" idea you had, that single counter will be impossible.
I know it's a difficult situation. At the end of the day, the idea of the perk alone could never be balanced, it's just not the greatest design. Pressing a button to get a speed boost AND be impossible to hit couldn't ever NOT be overtuned, since even it happening once could extend a chase for minutes. But now it exists, and the majority of players use it, so reworking it entirely to make a balanced design is incredibly risky. But I think you have to do to it what you did to ruin.
You can't just deny the purpose of the perk, but you can rework it entirely while giving it the same idea. Old ruin and new ruin are drastically different, they're hardly even the same perk, but they have the sole purpose of making generators progress slower. They do the same task, in drastically different ways. So what can you do with dead hard?
Dead hards purpose is to help in the MIDDLE of a chase, which makes it unique. Other exhaustion perks are often meant to help near the start, like sprint burst, overcome, and head on. But then dead hard, lithe, and smash hit all help in the middle. So would say, try to make dead hard similar to those other two. Or, you could make dead hard viable at the beginning of chase if you wanted to. Heres some ideas.
-an automatic invincible dodge regardless of health state as long as they're preforming an action (on a generator, healing, etc.) Which only causes exhaustion for 10-20 seconds.
-If the killer misses you with a basic attack, you get a sprint burst type boost with exhaustion.
-when injured, you move 8% faster while in chase, and build up exhaustion at 5 per second while running. Dead hard deactivates at 60 exhaustion, and cannot be used again until no longer exhausted.
-Dead Hard functions as it does right now, but requires five tokens gained by great skill checks to use. Dead hard no longer causes exhaustion. This gives it a fair requirement rather than just being free at the press of a button. It also makes it less oppressive in early game.
-Each time a generator completes with you working on it, gain a token. A token allows you to use dead hard with no exhaustion penalty.
These or anything like these would work. It needs a fundamental change to not be so strong, but it needs to follow the same situational usage to appeal to those who use it. Any other similar suggestions in the comments would be greatly appreciated.
Comments
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Not a Dead Hard main, but people who are would probably love your version even more than the perk in its current state.
If Mettle of Man was as simple as 5 great skill checks, then deactivates after use, I’d bring that perk all the time. DH would be no exception, as well, since I can get the perks effect w/o exhaustion, then still utilize my Balanced Landing and Styptic in the same chase.
Obviously applaud your diligence to find a better alternative to DH, so no offense toward you, but as a killer, I’m not for this version of your attempted rework at all.
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Wow your version of DH would be even more OP than the current version. We're trying to balance it, not buff it.
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If people really want dead hard to be fixed take away the animation they made for it that almost doubled the distance of the original dead hard, essentially revert it to the old dead hard but now with the new hit validation for it since that was a problem before and boom problem solved because you can't dead hard for distance anymore and it would have to be used to avoid a potential down.
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Okay that one might not be the greatest choice, but what about any of the other ones?
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"If the killer misses you with a basic attack, you get a sprint burst type boost with exhaustion."
How would that work?
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It doesnt that's the neat part lol this version of dead hard being suggested would possibly kill the game if it were ever a thing, imagine being able to hit a dead hard with no exhaustion penalty and then hitting a window with lithe immediately afterwards that combo would be the new meta, dead hard to the window and take off with lithe survivors would have to be utter trash to lose with dead hard buffed to that extent though I'm sure those special ones would still find a way
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I mean just straight up if a killer misses a hit. Basically swing and hits nothing within a few meters of you
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Yeah, that's what I was confused about. Like did they mean, you'd get the distance, lose iframes, and a regular speed boost if you're not hit by the time it's over? Or you only trigger it if you manage to spin the killer or they get 'aim-dressed' to a pallet?
Either one sounds bad. But DH feels like a badly designed perk in general.
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Oh, in that case, I feel like it would just be bad. Especially now that overcome is what it is.
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Avoiding a hit is basically useless due to the low cooldown on missed hits.
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Remove the distance.
That's all it needs, if you think the iframes is pointless then you clearly dont have much skill in using DH and are using the easy and most broken part of it.
Iframes can be used against all antiloop abilities, trapper, artist, PH, Pyramidhead, huntress, slinger, trickster etc. And can also be used to turn back and go through fast killer abilities like oni, billy and blight as well as just avoiding basic hits.
I have a full post on DH, iv explained alot there.
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I'm aware of this but all the complaints are mainly about the distance it provides I personally don't mind dead hard but I'm just so done reading the daily nerf DH threads I just don't care take the perk outta the game just stop with this garbage lol
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Thats essentially the same thing I was suggesting, the old dead hard didn't give that much distance, it still did a little lunge but that animation is what caused all this, just revert it to no animation again it will only give a small amount of distance with a I frame and the problem should be solved because they couldn't just dead hard from a mile away and hit a window they'd have to be alot more risky with the timing to make that window
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