Why does Dead Hard still prevent the Vault or Pallet Drop Action?
Serious question...
Every killer I've come up against is laughing at me, because I Dead Hard to the window/pallet, but can't use it, so they just down me.
I'd love to use the perk as a reaction, but network latency and my 190ms (0.2s) reaction time make that wildly impractical. The lunge animation is 0.3 seconds, therefore I have a 0.1s window in which to Dead Hard. Factor in network latency, FPS, and my monitor's refresh rate, plus the fact that the killer can probably hit me before the lunge animation ends, and the window to successfully Dead Hard becomes even smaller.
I'm all for a meta shift, and making the perk less prevalent, but the perk is virtually useless now. Through my 2.5k hours i've probably run Dead Hard in 1% of my survivor games, so its not even like I feel I've lost anything with this update. I just don't think the perk should stay as it is.
Comments
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Removing that animation lock would reintroduce the ability to 'dead hard for distance' by setting up a no-win scenario for the killer at a pivotal junction in the chase.
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So now its a no win scenario for survivors running that perk because theres always latency and its always changing lol
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If Dh wouldnt prevent vault or pallet drop, will be same as before. That's why they nerfed Dh.
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Because that would make Dead Hard easier to use for it's strong effect of being an extra health state you can call upon on demand.
I've faced some good survivors who were able to make really good dead hard calls and got the extra hit off so it's still a good perk, just requires a bit more skill and thought to use effectively.
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Because ######### Dead Hard.
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I guess? If it's no longer reliable it might be worth slotting a different exhaustion perk.
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I like risk/reward perks, but the variables that are creating risks for Dead Hard are a) physical human limitation and b) uncontrollables (i.e. network & hardware)
I am personally fine with running a different perk, i've been running a different perk my whole DBD life. But that doesn't excuse the fact that Dead Hard is now useless. Dead Hard as a reaction is not feasible with the current lunge animation times.
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Earnestly I feel the pain, Head On is my exhaustion perk of choice and I get tilted hard whenever I am so close to timing it right that the locker bugs out and the killer pulls me out of the thing without the doors opening (which means the server rejected my head on in favor of the locker grab).
That said, I'm kind of ambivalent-leaning-unsympathetic towards Dead Hard as a personal bias and don't really mind if it's actually worthless for ideally a year or two.
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You have to keep in mind that BHVR's goal specifically was to make these perks fall out of popular use - DH is not supposed to be good anymore. They outright killed Spine Chill, as well as Self-Care, Decisive and Iron Will (well, it's still usable on Ace, for now). On the flipside, Ruin, Resonance and Weasel are hardly worth using either.
What's really odd though is that now DH cannot be actuated from a stationary position anymore.
If you still want to run DH, here's my tip: Once injured, just keep looping the first pallet you find indefinitely until the killer is close enough to hit you through the pallet, and at that point DH through the pallet. If they hit you you reset Bloodlust and get distance away from the tile, and if they don't swing you get another loop and can then drop the pallet. If the pallet is already dropped and the killer tries to play you on it, you can stand at the pallet and wait for the killer to swing around the tile to try and get you, then actuating DH, again resetting BL and making distance. Keep in mind that you have to "run" against the pallet in order to be able to actuate DH, you can't do so without pressing a movement key anymore.
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I have Sprint Burst, fixated, vigil it is lol
EDIT:
Another sad thing, is dh didnt actually work correctly (at least on console) in forever, they finally fixed it about a year ago and now this lol :(
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