Extra Dead Hard info from stream
* Deep Wounds confirmed
* Animation lock does not enable free movement, you still dash forward just at regular runspeed. This also means no vaulting or throwing palettes mid-animation.
Seems like a pretty healthy perk to me compared to what it was before. Still going to be sniffing a lot of survivor butts to bait it out, though.
Comments
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Well, thats all something for the better. We will have to test it out ourselfs, but at the very least all the distancing BS will be curbed down and no more dashing through the killer or traps or powers or ...
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So Dead Hard is almost dead. I mean if i am seeing you used Dead Hard (thanks to animation), i will just wait 1 second and hit you.
Dead Hard needed nerf, so i will not complain. Pretty healthy change for game.
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Will people still be able to use it on reaction to a killer lunge? Because of people can use it on reaction, then it’s still dead hard for distance on those survivors.
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Yes - there doesn't appear to be any kind of 'wind up' or tell that you're activating it. It's for all intents and purposes the old dead hard but minus iframes, twice the duration, and no speed boost.
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It will still be very effective against almost all killer M2 powers except like Legion and Deathslinger. Reacting to M1 will still be a thing but will give you even more distance now. Also pallets will still be very suspect because if they use it to a pallet and spam space, it just depends which action comes first, the drop or the M1 hit. I doubt that much will change when it comes to those interactions.
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Isn´t that exactly how people claimed, that you could just wait DH out before the change?
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No. We’re claiming some people can dead hard on reaction to a killer’s lunge, meaning you can’t bait it out at all with those survivors. Those survivors are waiting for the killer to lunge, so there’s no baiting.
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Old Dead Hard had not any counter when you use it for distance. But now it is for 1 second and you can not use it for vaults. Looks baitable to me.
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I don't think this is really a problem, to be honest. It feels controversial right now, but Dead Hard should provide value in the right contexts. It's still an exhaustion perk, after all. The contexts where they can get that distance is a lot fairer now, as it comes with deep wounds & is 10% less run distance that they would be getting in live, just based on the basegame changes.
Activating Dead Hard means the survivor is locked into running in the same direction for a full second - so they'll not only need to activate it when facing the palette, they'll need to time it so they don't overshoot the zone where they can throw it. This will feel janky at first, but both survivors and killers will start to get a sense of when the "sweet spot" is for survivors where they won't undershoot or overshoot being under palette.
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If u cant vault windows with this Endurance, It has become more fair than it was before.
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It still has no counter for distance when survivors are allowed to use it on reaction to a killer lunge. Who cares if there is an animation of the survivor is waiting for the killer to start swinging it’s weapon?
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It is not giving you distance if killer won't hit you.
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Definitely beats the old version, so I am full on board. I mean, if DH afterwards is a (more) healthy perk and still got its uses, but isn't so strong that its practically an auto include, then we all win, right?
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Iiii´m not convinced.
Still looks pretty strong to me. When the point of the update was to change the meta, then DH will definetly stay in the meta.
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If it's full 1 second animation AND endurance, it can still be used to drop pallet.
animation has to be longer than endurance effect.
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In theory, could an animation lock potentially prevent someone from being able to drop the pallet before the accidentally run right past it?
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I think you should be a bit positive, we need to see DH in action first. I will test it in PTB, so i have not final opinion yet but for now, it looks better than old version.
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I doubt if there is not enough time to drop pallets most of times.
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The sense I get is that it will be a much more high-risk, high-reward exhaustion perk compared to its peers, which is a huge pivot from its place as currently one of the most reliable and safest.
Dead Hard has zero use outside of chase, now. You can't use it to race out of the exit gate to avoid a potential blood warden play, and you can't use it to clear that little bit of extra distance to save someone from hitting stage 2 on hook.
Dead Hard users are probably going to feel a bit less mobile and may even start to stack exhaustion perks again, which would be a win for killers in terms of putting stress on the survivor's loadout.
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It depends on if the Dead Hard animation locks you out of actions or not like with the old DH. If it does, then you have to time it EXACTLY right such that you will reach the pallet without accidentally going right past it.
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Stoked to still have to follow survivors for a solid week to wait for them to push E.
It's a dead hard buff for killers with powers you can react to. Huntress, plague, trickster, Billy, demo and twins. Reckon nemesus has the capacity to bait it but it'll be tough.
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So presuming you have the Endurance effect for a split second after the animation, one of its only uses will be to get that tiny bit of protection distance needed to pull a pallet down. And it would have to be timed very well.
It could still be good against Nurse and Trickster, Huntress if timed well.
So it's a huge nerf as (from what it looks like) it won't give enough time to vault a window protected. Or unhook with 1 second of Endurance etc all because of the animation lock.
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Im curious to know if the new dead hard also ignores collision - since the ability to dead hard through a killer to set up a flash save is also a potent use for the perk. No hitbox probably means that collision is back on the menu.
Gosh there really are just like 101 things you can do with Dead Hard that are potentially going away, huh?
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Nerfing the whole slowdown meta after recognizing that gen speed is an issue. Didn´t really wake the optimist in me. Tbh
But we´ll see.
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Tbh, I think it's okay for DH to be more useful against most Killers who can hit at a distance or move at high speeds. I think it might be a problem against for any Killer who relies on an easily telegraphed attack that doesn't work in normal chases and needs a large amount of effort and mind games to even land a hit. Does such a Killer exist? Probably, I Guess.
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Do you ever wonder if Amanda's entire career in the Fog is just one long, elaborate punishment engineered by Jigsaw and his uncanny ability for multi-decade perfect planning?
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I got at least one RBT kill in 3/3 games I played yesterday because of the changes she got to her Trap RNG. So it not all bad.
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What i see is, that its still meta. Other meta perks have been nuked to be completely useless, which DH will still serve its main purpose of giving decent survivors a third health state.
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Do you predict it'll continue to crowd out every other exhaustion perk in its updated state?
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I would have to see it, but if the description is accurate it's almost trash tier.
It would work only to tank ranged attacks and at range, with the notable exception of Deathslinger.
In melee range I'd just need to backpack the survivor and wait for the end of the animation. Vaults won't make any difference if you wait for the vaulting animation to lunge.
It might work a little bit better at pallets if the killer is lunge happy. But at that point, it's better to take your chances with pallet validation, which is more consistent than DH validation.
Again, I reserve conclusive judgment after I actually see it.
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Im looking forward. I think we will see more Overcome, Sprint Burst and Lithe now.
VERY GOOD!!!!!
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Smash Hit gang rise up! It's not about being effective, it's about sending a message!
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Just like CoH. Usage level will go down for a short period after the rework. But then it will be back where it used to be.
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Hopefully just in time for me to be sick of going up against an endless barrage of Sprint Burst, Lithe, and Balanced Landing 🤣
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You forgot Overcome.
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The thing with dead hard is, it is supposed to dodge attack, aka YOU have to react to the killer attacking.
The problem is just that it doesnt really work in DBD because of different reasons.
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Actually Peanits did not say anything about the Dead Hard animation preventing vaulting or pallet drops and there's nothing in the video they showed indicating that's the case either.
Deep Wounds after a Dead Hard Endurance hit is shown in the video though so that's definitely confirmed.
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Once Killers get used to the fact that sloppy players will hit E too far in advance so they can just wait it out, the only players left using Dead Hard will be Featuring Dante from the Devil May Cry Series.
And that's honestly a good thing. That takes either the reflexes of a 14 year old CoD player drinking WAY too much Redbull, or the mind reading powers of Professor X. In advance to the players that regularly get that Endurance hit without giving the Killer ANY warning they were going to press E, I salute you.
Dead Hard will be the Perk of absolute GigaChads that Witch Time every single incoming hit, and I'm all for that.
Side note: I cannot complain about the Dead Hard change. At all. It is almost word-for-word the suggested change I wrote up like a year ago.
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Sorry, I don't understand the second point, can you give me an example possibly?
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Picture the dead hard you're already super familiar with - the survivor does their little shoulder-charge animation and during that window they have no hitbox.
From the PTB onward, the survivors will still make this 'charging' gesture while DH is active, but the duration is a full second (twice as long as current DH) and while they're in that animation, they will take an endurance hit if stuck instead of having no hitbox. If you've ever seen a survivor lag out while they're dead harding, you probably have a good idea of what the new Dead Hard looks like.
In both examples on stream, the survivors were locked-in on the direction they were already heading when it activated. In the first example, it caused as Claudette to reach a doorway at an unusual angle. I take this to mean it's safe to assume that, just like current Dead Hard, the updated one will not let you do anything else while you're in the animation.
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It's too bad we can't get stacks for taking protection hits now. This rework would have been perfect for it.
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Oooohhhh k, so double the duration, but I still have a chance to stab and he won't be able to drop the pallet if I time it right, like that?
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But the new DH can still save you in a pallet, the difference is now it require more skill with a better timing, its no longer a "Press E for win" and it its no longer usefull in windows because it cannot be used for distance and due the animation lock.
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Every animation in the game locks you theres no cancelling an animation so even though it wasn't showed in game you could say with 99% confidence that in thwt 1 second animation you can not do anything
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Except there are literally animation that can be cancelled like unhooking and kicking gens and if a killer lunges and gets stunned mid-lunge and if a grab is cancelled by validation. There are definitely actions that can't be cancelled also of course like moris and snuffing Boon totems. But it's not true that "every animation locks you and there's no cancelling an animation". In fact everything in the game is an animation in one way or another - running itself is an animation that gets interrupted by vaulting and dropping pallets.
Obviously I'm not saying survivors can or can't vault during a Dead Hard. I'm just saying that "there's no cancelling animations" is not true. There's some actions and animations that can't be cancelled and some that are.
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Isn't the difference that the actions you can interrupt have progress bars?
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Well have to see what the general reaction time of survivors is like but it would be silly if dh usage didnt drop. This is not a nerf its a proper rework. Long term this could become a problem if survivors dedicate themselves to mastering dead hard.
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Thank god. No more chases getting extended by a minute JUST because someone clicked E after getting outplayed in a chase. Only took a couple years but at least it's happening.
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I think it could still be a problem with using it for distance because I'm guessing that you can immediately do an action as soon as dead hard runs out.
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I hate the animation. I think they need a new one for the short duration and distance. Looks goofy
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