Extra Dead Hard info from stream
Comments
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I can agree with that. I don't know how many people would take the time to git gud with a mechanic pulled straight out of Bayonetta or Devil May Cry, but if they do, they will become the single hardest thing for a Killer to deal with. That said, it would require a pretty good amount of skill to pull that off regularly, and personally, I couldn't even get mad at that. I'd just be like "Nice" every time it happened.
Also this would be playing:
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The only problem left is the auto dead hard hack
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BL you probably won't have to worry about because that is a buggy perk as is....but SB isn't that bad and Lithe is the same way they all were better to deal with than DH
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I feel like there are 2 different types of interactive animations, ones that need to be charged to activate and ones that happen just from tapping a button. The unhooking, kicking etc are charge animations wheres vaulting, pallet dropping and old dead hard all are tapping animations which when pressed you are locked in until the animation stops.
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Dead Hard is still as strong as it ever was, this version just makes it easier for their servers to handle. You didn't think they would actually nurf the number 1 survivor perk did you lol? If anything it is a small buff with the distance they get from the hit.
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What about the distance they don't get from not getting hit?
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Now they need to fix window vaulting hits because you're already meter away from the window and you still get hurt hah
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It appears even after the animation you still have some endurance we will see if you in fact can vault etc with endurance. not sold yet.
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Its called Launch...
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New dead hard is still very good and in many cases better. I'm pretty surprised they didn't nerf it harder after what they did to spine chill/iron will/self care. Not sure what they are going to think when dh is just as meta, but if it stays as it it's good for survivors to have a tool against the new super buffed killers.
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I like to use the case of parry systems in dark souls to explain how hard it is to balance parry mechanics. In ds 1 you could effectively go through the game parrying 70% of attacks and it was devasatingly effective. So much so it made the final boss fight a bit of a joke.
So in ds 2 they massively toned down how imtuitive it was requiring way more accuracy and bigger start up. This ultimately went to far and was iterated on in future souls game. The point im making is parry mechanics are often balance aro7nd micro seconds of reaction time dead hard theoretically migth need to be .5 seconds or require a 1.5 second grace window depending on how intutitve it is.
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Wouldn't say it's close to dead at all, just not the free mess it was before lol.
I'll still use it as it dodges attacks and gives you a free sprint burst when doing it and getting hit, still very good against antiloop killers not to mention theres extra little things you can do with it like the old DH not many people used so I'll be doing that again
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Yeah but you need to make timing very good, which makes it skilled perk. High risk high reward perk, so new DH is okey for me.
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No? You can drop the pallet only after the animation (aka the endurance) ends, just like now. But the pallet stun and hit validation occurs only after the pallet has been dropped for more than 50%, which means the killer can just swing through the pallet, like it already happens when dead hard is used badly
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Yeah it's how it should be, I'm happy with it too
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As they are invincible for 1 second it is actually about the same, they just don't dash and get the distance immediately, they instead walk/run at normal speed for the distance. Then if they do get hit they get additional distance from the speed boost after getting hit. Assuming the hit comes at the end of that 1 second it actually ends up being a buff giving more distance.
Additionally, if the killer does hit you during the animation then they now are slightly penalized as they have to do the post-hit animation of cleaning their weapon, slowing them slightly, while the survivor runs off with their free speed boost.
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It's not the same because they are not immediately gaining distance from the Killer. The Killer can and likely still will catch up to the Survivor.
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At high MMR, new dead hard is a buff. It can still be used on reaction to a killer’s lunge, and if the killer lunges, the survivor gets even more free distance than before. It’s also a buff against some killer powers like huntress, because you can easily dead hard on reaction to the hatchet noise, and get a free speed boost with distance.
Remember that high risk high reward doesn’t work at high MMR, where the survivors can reliably get the high reward part, and their timing is so good that they don’t really have the high risk part anymore.
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At high MMR, players know not to haphazardly lunge if there's a chance the Survivor might have DH.
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Some killers are more reliant on lunges than others. If Blight is using his power, he very often is slightly off because of survivor movement, and will need to lunge. Nurse also will often need to lunge after a blink because of survivor movement. Against those two killers, dead hard on reaction is very often a free health state.
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The two generally-considered best Killers in the game? Seems fine to me.
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How is this supposed to shake up the meta, if high MMR survivors are likely to keep using it, because they’re well aware that Blight and Nurse are punished even more with the new dead hard, and Blight and Nurse have zero counterplay when they are using their power if they aren’t pixel perfect (which happens the majority of the time).
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That's a different discussion altogether to me. I mainly care that DH for distance is likely not feasible anymore.
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Yeah, the dead hard for distance was never my primary concern. As a Blight and Nurse main, about 95% of the time when survivors used a dead hard, it was completely un-counterable for me because I was forced into a situation where I needed to lunge. The actual “dead hard for distance” scenarios were extremely rare for me. And it’s probably similar for a lot of other Blight or Nurse killers, so the perk didn’t really lose anything against them, and instead got a huge buff because killers get punished even more when they hit a dead hard.
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Considering that the primary concern for a majority of Killers was DH for distance, I'm okay with this outcome.
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"Dead Hard for distance" is the primary part of the perk that BHVR removed based on their stated intentions - they've done so successfully. Gaining distance with the perk without killer input, specifically. If they get an injury's worth of distance because you hit them, that's fine.
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Dead hard is still OP and has braindead quality, but not 1000 braindeadness
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