rework of dead hard idea
dead hard is without a doubt THE most controversial perk in this game and even people who don't play killer (probably BECAUSE of this perk) dislike it and find it unfair. I have a rework in mind that will reward survivors for timing it well but punish them for timing it poorly. What do you think of it?
Press the activate ability button when injured or healthy to attempt to dodge the killer's basic attack. If the killer uses a quick lunge attack it will not damage you and will double the killer's missed attack cooldown time. If the killer is not attacking you stumble and suffer from the hindered status effect for 3 seconds. Successfully dodging a killer's basic attack this way causes the exhausted status effect for 60/50/40 seconds.
I feel like this would reward good play and timing rather than being a miracle "Nuh-uh!" button. It would also be a high risk/high reward perk that encourages great one v. one between a killer and survivor. In addition, killers with an alternative damage power can work around it while a survivor can that as a bait tactic. What do you think?
Comments
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could you clarify how dodging a killer attack works? Like do you just stand in place and perform a dodge animation or do you still dash?
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the duck occurs but you screw it up with bad timing and you stumble from it and are then hindered instead.
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Thing is, if you make the perk to dodge a hit it becomes mostly useless against skilled players using an M1 killer, so sure you could use it to dodge powers but then that makes the perk become situational
I much prefer a version some one suggested (forgot who) which completely reworks the perk. Turning it into a perk thats a one time use that can save teammates
While you're injured you can dash forward towards the killer while they're carrying some one to knock them off their shoulder, this makes the perk a high risk high reward. If you mess it up you put the killer into a really good situation, if you succeed you put you and your team into a really good situation
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I feel like this is over complicating it a bit.
Just keep the momentary invulnerability frame and remove the distance component.
The i-frame has counter play, the distance component does not.
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I feel like that this rework affects m1 killers more than the special attack killers and that it becomes super situational like balanced landing on some maps. Like damn got a huntress guess I’m going to be down a perk slot since her hatchets just hit through while m1 killers still have to deal with it
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That's less than ideal and bhvr couldn't implement this idea anyways, we'd be sent back in time when the were trying to fix "exhausted on the ground".
Anyways, it really hurts the perk and probably wouldn't be worth using in my opinion if the change occured. I'd be more interested in survivors just not being able to use pallets and windows afterward.
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The problem is not avoiding the hit, it is the distance gain.
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They couldn't get the distance without good timing though
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You literally have an unconditional dash that you can use to greed a pallet or window vault with 0 repercussions for doing so. There is no timing involved in running towards a pallet, pressing the E key, and dropping the pallet at all.
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This rework would change this though. You DON'T get the distance without a good timed use.
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The distance shouldn't be included at all.
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What if dead hard was a one time use perk? It could also give endurance instead of I-frames (it would look better too in my opinion).
The endurance effect should only last until the end of the dash animation. If you think the 2 second sprint burst after being hit is too strong, make it 1 second after being hit while in endurance with dead hard.
What would change is survivors can choose to either use it for 1 chase, or use it to protect another teammate. That would be higher risk higher reward, but only for 1 time.
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This isn't high risk. It's just a free wiggle for your teammate.
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Invincibility has no place in this game, especially as an exhaustion perk. Lose the invincibility. At least the player has to learn how to use the distance well and in the right position.
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So Flashlights are free wiggles too?
Keep in mind, they wouldn't get I frames with this version. You would need to sneak up on the killer as theyre carrying some one, if you fail to do so, the killer is put into a really good position
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Just make it a one time use.
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You cannot be serious with this disingenuous framing. As a killer I can do stuff about a flashlight. I can face a wall, I can execute a 180. There's agency there. This proposed dead hard only requires someone be in the vicinity with iron will equipped. Or if it's not an exhaustion perks anymore anywhere relatively near with sprint burst. The level of execution required is magnitudes less than a flashlight save. It's closer to picking up under a pallet four times a match.
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