http://dbd.game/killswitch
Why I think Dead Hard needs a nerf again.
Comments
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The Chase is the direct pvp part of the game, right?
Looping becomes the core aspect of the pvp interaction.
The contest in looping is played based on mind-games.
Whomever outplays the other at the mind-game either avoids a hit or lands one.
Is it not true that 'Dead Hard' virtually grants the ability to remove yourself from the core aspect of the pvp interaction?
Does it really make sense in an activity based on mind games, that in exchange for a half second of timing, you are immune to mind-games?
Does 'Dead Hard' in the current form not break the game at an elementary level?
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Isn't knowing when to time your half second immunity not a mindgame in itself? Isn't baiting out the Dead Hard a mindgame?
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Sure. Because everyone falls for the killer faking their power. It's incredibly easy to DH perfectly against most killers when they use their power. Because every killer has either an audible clue, a visual clue or a both for when they actually use their power.
You can loop most anti-loop killers pretty easy (not Knight and Artist though, Shift + W is all you have against them). You just need to actually play the game and react to things instead of turning off your brain and running circles around an object.
Even if DH was your only option to play against these killers, it should still be reworked / gutted. Because then we could look at the actual issues with data that isn't corrupted by DH.
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-"There is no comparing. DH is good at low and mid tiers. Highly skilled killers will easily bait it or do something I probably cant even think of. The higher you climb the MMR or whatever it is now, the worse DH becomes."
Dead Hard has the ability against some of the strongest killers to either force a killer to not swing during a power activation or swing and give the survivor distance with DH. The list here includes : Nurse, Spirit and Blight.
A good player can use DH to gain an 30 seconds extra in a chase by pressing E. You use it at a pallet and the killer either swings and you hit DH or they can just throw the pallet and be safe. When combined with windows this allows you to throw a TON of pallets to prevent a down. When combined with full health this lets a survivor have three health states in a chase. These are the main problems with DH.
Allow me to paint a picture of how ridiculous Eruption would be if it gave as much room as Dead Hard does now.
- The killer kicks one generator at a 3 gen to activate the generator.
- The survivors successfully complete the generator breaking the 3 gen
- The killer presses "E" and the generator rolls back to an uncompleted state needing 30 seconds to repair it.
Dead Hard is broken because it allows a chase to be extended longer than any other exhaustion perk. The only counter to dead hard is hard tunneling. When you get off the hook I will punch you immediately so you can't use it.
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I think dh is its finest now and should never be touched again for nerfs or buffs
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Not if the survivor has already lost the core aspect of the game.
How cool would it be if Killers had a perk called 'Sure Strike' and could press E 0.5 seconds before a pallet stun and make the survivor take damage anyway even though the survivor won the mind game? Then if the survivor just waits it out, the killer steps through the pallet, body blocks them and hits them that way too?
It would be lambasted as complete, unskilled, game-breaking bs.
The Survivor version of 'Sure Strike' is 'Dead Hard.'
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No, nerf them both. Both of them make a mockery of the game's core mechanics.
That's called the sunk-cost fallacy. And you wouldn't even need to undo all the previous work of the devs to make Nurse fair or balanced; you'd just need to limit the use of her power or change some of its rules.
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-"I still dont feel DH should be touched"
Then Maybe Eruption should work the way I outlined. In a more realistic way Eruption should get gutted if DH gets gutted. If not then change eruption to be a base kit mechanic that works as follows: it takes 10% of the total completion when a survivor goes down. The kicked generators will be blocked from survivors interacting them for 30 seconds and continue to regress at speed set by the killer's kick perks.
DH is the biggest kick in the teeth to a killer. It changes the way you are forced to play because it exists.
It should never allow you to have a third health state.
It should be like Lithe or Sprint Burst where most of the time it delays a hit by 5-8 seconds.
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This literally already happens.
I can't count how many times I've been hit by a pallet AND injured/downed the survivor. And it's by design, there is a small window between "pallet falling" and "pallet hitting" in which hits can and are meant to be able to connect.
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At the level I am currently at, I still regularly get teams where 3-4 people pick DH, even though I have learned to bait it out, or maybe that's just the survs I play against being bad.
I recently heard something that makes a lot of sense to me, which is that for a killer your success seems, more often than not, more dependent on the survivors skill rather than your own.
That's why I barely get fun 1k, 2k or 3k games, it always flips between "getting stomped by people running every loop at a pace where I cant compete with the gen progress" or "these 3 survs keep orbiting the same 2 gens and expect me not to abuse their inability to spread out" and if I get 2k/3k kills it's often people sacrificing themselves for gen rushes, or games where I get teabagged at gate.
This is important here, because it seems like DH applies to that pretty well. I currently only play knight, and I dont yet get why he's supposed to be "anti loop" as soon as I go to spawn a guard survs go "haha goodbye" and are already running to the next loop.
I can honestly say, that at my current rank, when facing a non-swf, non-stomp Surv team I can outplay Dead Hard when I know someone has it. Get close, wait for the funny animation of them ducking slightly lower, press M1.
This is the lower skill level, agains this, I can do something, but if you get people who know how to utilize it, it probably goes down the drain pretty quickly as I cant lunge at pallette.
I suck at this game. I'm not gonna lie. Probably because I insist to play with those 4 perks only, and because I have 0 ideas how to break loops. I always feel like at every pallette my option is to take the stun, chase them for 1 minute and have 2 gens pop, giving up the chase, or breaking the pallette so I can chase them to the next one. So, you can take everything I say with a grain of salt, but I feel like if something is unfun to play against at low levels, just extremely bothersome in mid-ranks, and dominate the mindgame at high level, then there is something wrong with that aspect. I think that is what dead hard is. One of those things where as a killer it either means a surv wasted a slot or it dominates the whole games mindgame.
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I feel like while this can happen, the window is probably way more narrow than 0.5 seconds.
If I look at the DH animation and how long it goes on for when I bait it out, if this was the window in which I can take a stun hit, and hit a M1, it would be extremely generous to killers. Even more so, if the stun triggered Hubris.
(which is honestly not that good a perk considering I need to win a chase I got stunned in to utilize it, and the surv must be healthy)
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Your success relies on the survivor's skill unless you're playing one of the top-tier killers.
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-"But its a 0.5 second window, and typically useless after one use in a match vs a competent killer."
And that 0.5 second window can allow you to extend a chase for 30 seconds. That's not fair relative to SB or Lithe - much less to the killer's objective.
Losing 30 seconds in a chase against one survivor means the enemy team has three characters working during that time. That's 30 seconds * 3 = 90 seconds gained by the enemy team.
Imagine for example a DBD parallel universe where the killer had a perk named "despair". Once per game you can "rollback" a completed generator to 0% progress after it has been completed. Press "E" on the completed generator and it will reset as if it had never been touched.
That's one instance of 90 seconds gain for the killer. Would you want to play against this new perk I have called "despair"? No one would want that. Imagine if "despair" could be recharged every time a new surviovr uses DH against you. If 4 people use DH then you can use Despair 5 times in total. Would that be fun? It would theoretically theory be "fair" in terms of time saved/chase.
Nobody enjoys playing against Dead Hard. Fundamentally speaking it breaks the "fair play" rule. If a game element is not both fun to use and fun to play against when on the receiving end then it is does not abide by fair play.
How about this for a nerf to DH? Equipping dead hard removes one of your hook states. That would be a rather "fair" nerf in terms of time gained/lost for the risk/reward. It would not be "fair" for the game because a killer would just camp you out after hooking you every time.
The more I think about it - DH should be a "once per game" move or it should make you broken for the rest of the game. That keeps it powerful with proper risk and reward.
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