Dead hard might still be used for distance unless you add survivor stun/immobility.
If it lasts 1 seconds, survivors can move 4 meters, thus I suspect it can still be used to run onto pallet, which is same case as old effect, although much weaker.
Comments
-
And if they get hit during the Endurance window, they get a speed boost for a few seconds, and gain way more distance than they would have with the current DS
2 -
with immobility, it'd be high-risk high-reward style perk, but if there is no kind of such and no way to tell whether it activated or not, it would be really stupid perk to go against... although not that strong.
0 -
Old Dead Hard: 0.5 second window
New Dead Hard: 1 second window
Old Dead Hard: 6m travel distance
New Dead Hard: 12m travel distance
Old Dead Hard: Straight-line movement that could run into walls or corners if not aimed correctly
New Dead Hard: Full control over your character's movements
Old Dead Hard: Able to make it to pallets but prevented you from vaulting
New Dead Hard: Able to make it to pallets AND vaults
Old Dead Hard: Movement only
New Dead Hard: Free range of motion under the invulnerable status, including uninterruptable unhooking
What part of "They made Dead Hard BETTER" do people not get? The perk that 75% of survivors used will go up to 100% if this rework goes live.
3 -
Well technically they can't get FARTHER than they meant to, unlike old dead hard.
With the way it works it doesn't really matter though...
0 -
Someone mentioned that BHVR confirmed in a tweet that it will have a visual, so you'll be able to know when the survivor activates it and act accordingly.
0 -
Killer swings still have an animation delay to them, so survivors can just wait to see the wind-up before hitting the button and get away for free every time, though. The visual cue only helps killers for survivors who just hit the button in advance. Which, since it gives them a second of invulnerability, they'll always do one second before getting to a pallet/vault, with nothing killers can do about it.
2 -
How could it be used for distance if it no longer lunges? I'm not sure I follow.
If the survivor is close enough to run to a pallet, they wouldn't be using DH for distance anyway, they'd be running to the pallet normally and then presumably greeding it for a bit.
1 -
I think what OP is saying is that if they use DH last moment to bait out a hit then there's a speed boost.
Either way, its a high risk high reward parry move. The distance part should be gone for good.
0 -
That's great.
Since they got invincibility from the perk, can move freely, and can drop pallet, in a situation where killers can almost get a hit but survivors are close enough to drop a pallet within 1 seconds, they can ALWAYS avoid a hit.
And if killer lunge earlier they can just see it and activate the perk.
Yeah they can't get MORE distance within same timeframe, but it CAN be used to gain distance without any repercussions, which is same as old dead hard.
0 -
I'm not really seeing the risk. You either use it while a killer is lunging and be invincible and get a ton of distance or you use it just like old dead hard. Greed loops until you know the killer is gonna have to swing then press E.
Really the only salient question is whether the surv can do stuff while it's active. If they can, it's just a buff to dead hard. If they can't it's still incredibly annoying but a little more manageable.
1 -
How are you coming up with 12 meters of distance when it's 1 second of activation with no speed boost. That's 4 meters at normal survivor movement speed...
1 -
4 meters + lot of meters when you managed to get hit, I guess.
1 -
When you get hit (even when you're Enduring), you get a 150% speed boost, which lets you move at 6 m/s. Since the duration of the speed boost was 2 seconds, that means 12 meters, while the killer is hit-stunned.
Using the updated values, that head-start is 10.8m. The successful attack cooldown is 2.7 seconds now, which means you're actually getting (1.8 x 6 + 0.9 x 4) = 14.4m.
Once again: you have twice the window of invulnerability to get hit, you have more control over your movement during invincibility, AND you get WAY more distance.
The idea that this change is a 'nerf' to the SINGLE MOST USED PERK IN THE ENTIRE GAME is a complete joke.
1 -
I thought the problem everyone had with Dead Hard was the uncounterable distance part? Isn't this what killers wanted? Now it takes skill and timing to dodge the hit. Or did you just want the perk deleted instead of balanced?
0 -
The actual, posted stats that the Devs shared said that 75% of survivors use Dead Hard.
There's a simple principle in game design that says: If everyone uses one option, that option shouldn't exist because it's no option at all.
If they're not willing to actually nerf the perk, they should just delete it instead, yes.
0 -
They did nerf it by removing Dead Hard for distance. But hey, lets move the goal posts again.
0 -
A survivor is being chased by a killer. The survivor has Dead Hard available to them. There is a pallet nearby that they are running towards.
Under the old Dead Hard, the survivor presses E to get up to the pallet. They move around 4 meters forward, remain invincible for the duration, and drop the pallet. The killer does not get a hit and the chase continues.
Under the new Dead Hard, the survivor presses E. The killer can:
- Not swing. The survivor advances around 4 meters without danger in the full second of invincibility, drops the pallet (probably stunning the killer unless they back off), doesn't get hit, and the chase continues.
- Swing. The survivor takes the hit without going down, runs at 150% speed, drops the pallet, and continues to run at 150% speed, actually getting more distance than they would've under the old system.
Explain to me how they 'removed' the distance aspect of the perk?
4 -
Similar to how they said they intended to shift meta away from slowdown perks and then proceeded to buff half of them...
You are cherry picking a distance where the survivor is already right next to the pallet. Let's set the pallet 8 meters away and see what happens. How about looping the long away around shack to squeeze out an extra loop? There are many situations where it was strong before and won't be now. See how it plays on the PTB and go from there. It's still a perk and should still have utility, whether you like it or not.
0 -
Yes, and that part still exists as survivors can just utilize free four meters where killers can't do anything to stop?
What is any more skillful when it's no different from old dead hard in fair amount of circumstance, where you have to hit it and gets dodged anyway or just "counter" it and allow him to drop the pallet?
The whole point is they didn't like a perk where killers can't do anything to stop, and current dead hard is still something that can't be stopped at all, it has to be fixed, even for the cost of a perk.
It doesn't matter there is a situation it doesn't work, the thing is it does work exactly like old perk in fair amount of situations, and 4 meter is definitely not "right next to the pallet" when it comes to chases.
0 -
Now who's moving the goal posts? You said "dead hard for distance" and 4 meters of invincibility is distance, my friend. And it works out to be 14 meters if the killer actually DOES swing during Dead Hard, with the speed boost the new DH will give, compared to the 11 meters the survivor would've gotten in the old system. Plus, you can use it to get a free vault, never accidentally deposits you up against a wall, and lets you be immune to attacks while unhooking, which the old version never could.
The new iteration ISN'T a nerf. It either needs to get legitimately NERFED so that fewer than 3 out of every 4 survivors use it, or it needs to be removed. Full stop.
1 -
It still has an animation so it won't be usable for window vaults. It doesnt provide any distance, just i-frames with a tell animation. It's a major nerf. It's clear you won't be happy unless they go live with the bugged version where console players would Dead Hard frozen in place and then die.
0 -
There is no indication of immobilization in the text though, I said it will be fine if there is one.
And really the text only states it will give endurance and nothing else.
0 -
No, I don't think they said half of these.
I would guess that you can boil the change down to 2 things:
- the animation lock will remain basically the same, but its travel speed will be reduced to running speed.
- instead of i-frames, you get endurance.
So, you may still be locked out of turning, throwing pallets, or vaulting. I don't think it is clear yet.
0 -
So it can stop vaulting but not for pallets I guess.
0 -
you forgot that survivors travel .02 seconds slower and killers recover 10% faster. but yeah its broken.
0