http://dbd.game/killswitch
LEAVE DEAD HARD ALONE
I'm a 50/50 player, I was a hardcore killer main but don't find it as fun anymore. When I played survivor when dead hard was as it is, I felt awful because of how stupid broken it was. But after the nerf, I genuinely think it's a fine perk now. But I STILL see posts about it on here. I don't understand, are killer mains still complaining? A person who knows how to use DH well can still be completely destroyed by you (the killer) waiting like 2 seconds to see if they DH at a window they won't make otherwise. If not, you hit them. But if the problem is DH'ing in the open.... you do understand instead of waiting until you see it, you can just hit them immediately. And if you do that first, the next chase wait, say, 4 seconds before swinging. Do you see how this is making both the survivor and killer think to outplay each other? That's good! I love that! Do you know what I don't love? Pre-nerf dead harding to a pallet with 100% security. I don't understand all the fuss with the new DH, I think it's a perfectly fair, interesting guessing game between the surv and killer, high-risk high reward. And sprint burst & lithe is still more consistent to help you buy time (IMO), you people just love the satisfaction of pressing a button and getting the dopamine of taking an endurance hit. Anywho, what do you guys think?
Comments
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I hate dead hard
But I have to admit. Killers would seriously regret it if Dead Hard got thrown in the trash and everyone switched to Sprint burst and Lithe.
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It's unhealthy for the game, needs a complete rework to something entirely different.
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I agree, DH is a fair perk now even admitting that in certain situations it can still be stronger than the old one against killers who cannot cancel their attacks on the move like Demo's shred, Blight rushes, huntress hatchets but who cares, some of these killers are really strong and they will chase you in a few seconds again.
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DH is far superior than Lithe, and have more useful case than SB.
Say it takes you 30sec to hit survivor once.
With SB
- You either takes a little time to chase, after then there is nothing stand between you.
- Or abandon the chase immediately, 0sec wasted.
With Lithe
- If you hit them before vaulting, Lithe is pointless.
- If you dont hit them before vaulting, Lithe is redundant.
With DH
- Spend 30sec to hit once, spend 30sec to
hit twice and end the chasehit DH, at this point you invested too far in the chase, you have to commit
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This is correct in a way.
As much as Sprint Burst is the strongest exhaustion perk in the game, I don't think most survivors would use it because not everyone has the patience to leave 99 all the time and at the beginning of the DH change, it was proved that lithe was being used a lot before people realized that DH was still strong.
Post edited by OneGoodBoyDemo on1 -
Neither Sprint Burst nor Lithe are anywhere near as powerful as DH. If they were, those are the perks survivors would use.
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At least Sprint Burst doesn't completely nullify my power when I'm playing Knight or Demo. And Fearmonger counters Sprint Burst way more than it counters Dead Hard. Plus I can finally lunge again!
I think everyone would rather play against Lithe than Dead Hard.
Overcome is the exhaustion perk I'm scared of becoming meta.
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exactly. you never see 4 SBs or 4 Lithes in a match. You see 4 DHs in a match *all the time*. Let’s stop and think about why this is the case
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Your argument is totally invalid and the BHVR statistic itself may indicate.
the main reason DH is the most used perk is because it is simple to use and not because It is the strongest one, people will always look for the simpler than the complicated.
So take a look at Sadako and the other weaker killers who have a higher killrate than the strongest ones. The fact that weak killers have a higher kill rate is not because they are strong, but because they are the simplest killers for a person to play with them since their powers do not need much skill to be understood.
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People gonna complain no matter what the mata for either side. You rarely been in a meta and thought to yourself "this is really fun and fair"!! After eruption get nerf the next gen regression perk to take it place will be hated as well. After DH nerf (if nerf) people will complain about shift w more because SB will take it place.
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LEAVE BRITNEY ALONE....
(Sorry, couldn't resist with a title like this.)
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DH is still used in like every other game.
its still a third Health state.
Imagine how it feels when 4 players want to get a dopamine hit from your m1 attacks. Not fun.
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You know how it feels when you hit somebody in dodgeball and they just ignore it and keep playing? Dead Hard produces the same s**t vibe. I'm a hardcore Ghostface player and from my POV as an M1 killer main, I'm frankly sick of being caught in this damned dumb situation at contestable loops where the only way I catch a person before they drop the pallet is to win a mind game to get the necessary distance + land a hit with the very tip of a long lunge;
One of two things tends to happen barring a server hiccup,
1.) A lunge from max M1 range = Easy DH soak
2.) Wait out the DH = Pallet gets dropped
In either case, the contest is virtually eliminated by the mere possession of endurance on command, which begs the question "if there's no contest, then how is it a game?" The best thing ghostface can try in these situations is to use nightvision monocular to kill DH like an exhaustion gun, but all the survivor needs to dodge that bullet is simply to not reveal. I have a hard time putting into words the depth of what a bum wrap it is to succeed at the best play you could possibly do, to beat the other player at the core aspect of the game (mind-gaming), just to have it all not matter because they pressed a single button on time...You can pull a 300 IQ mind-game and it won't matter because the survivor doesn't have to be very good at the core game aspect to escape you when they can just be good at dead hard.
Fearmonger, Septic Touch, Blood Echo, they can come in handy, but it matters little when gen speed becomes overwhelming without much difficulty, Dead Hard creates no-contest scenarios on top of all the god loops, a single dead hard can screw over your pressure, and all you can do about any of it is M1. DH is better for auto script cheating than before the change. It's one of the only perks that gets value even if you don't have it. DH even counters endgame eruption procs and wins matches (Don't get me wrong, Eruption is just as dumb as DH and both ought to get axed at the same time, 45 minutes inside a triangle isn't fun for anybody). DH is still so strong and versatile that it remains the bread and butter perk of most survivors after the change.
Ngl, once I wasn't a baby anymore and became subject to higher skill matches, my games started to become Dead Hard-centric and it makes me hate playing killer now because I've run it enough to know that it's easily possible that it won't matter how well I play my main in a lot of situations because of this perk.
6500+ hours since 2018 and the only time the vibe playing killer was worse than right now was with insta-complete BNPs. Personally I'm hanging the game up until Dead Hard and Eruption aren't BS, it just feels too lame to keep giving it time at this point.
TL;DR
- Should survivors have the power to excuse themselves from any caliber of mind-game in exchange for a half second of timing? Probably not imo
- Should the game be centered around Eruption/Dead Hard? Probably not imo
- Peace/out until it doesn't suck
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To be fair, regardless of what perk it is, if it's a struggle to handle people are going to complain, better the perk you know than the one you don't. Everyone is hating on dead hard but they will REALLY get annoyed after people start using smash hit. L and SB are OP but smash hit is on a whole different level.
People will start complaining about the 7 second distance from stun + smash hit. I say we just keep DH how it is, it's still 50/50, just like pallets. I doubt any other change will be made to it.
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To add on to this...
Dead Hard is unique in that it gives value even when it doesn't give value. All those little spins you do? You're still buying your team time.
Say the killer waits 7 seconds and you end up miss timing and going down. 7 seconds isn't bad, right? Except, 4 people can run it. 7 becomes 28. You wanna 12 hook? That's 3 chases each. 28 becomes 84.
This is just by WAITING, not even getting hit by the perk.
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The only worth of time buy is when 2-3 survivors sit on Gen. How much time the last survivor going to buy for their teammate with epic 28 spin? 0 sec.
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its still got moments where you cant do anything against it
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Its ridiculous to me that people think dead hard is broken. I've played it many times and im certain that Sprintburst is way way better than dead hard is. Dead Hard not only doesn't work if you go against a Killer with bad ping ( which happens a lot to me ) but is also easily outplayed by just waiting a bit. Sprintburst however gives you value very consistently. You dont get hit immediatly when on a gen and get to a save pallet. If you get unhooked you can run away and preserve your Off the Record. If you get hooked next to the exit you get a free escape with base bt. If you 99% it , you can use it whenever. Its just so much better imo. Dead hard is just good against bad killers and bad against good killers imo. In fact i would rather play Lithe or Balanced Landing before i play Dead Hard, thats how bad it is imo.
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AFAIK there's just 1 situation where killers say this is true. And for this case:
So no. Even at this spot it is counterable. It's just very much survivor favoring situation. Same as it's very killer-favoring situation once you are in the open.
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I would take Lithe and Sprint burst over DH any day. On killers with any sort of mobility, Sprint Burst and Lithe aren't that big of an issue.
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I run Overcome and most killers won't even bother continuing to chase me after I've zoomed across the map. Makes me wonder what an Overcome meta will be like after DHs nerf.
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Even if Dead Hard weren't so strong, it's just incredible annoying to play against - it feels bad to hit into it and it feels bad to "counterplay" it against a decent player who doesn't blow their Dead Hard as soon as you come within 10 meters.
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Dead hard gets used poorly by the average person who can't put themselves in the correct position at a pallet.
SB and Lithe are much more reliable, with weaker effects.
Dead Hard is a lot more satisfying to use, that's why people use it I think.
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That's why those killers with mobility would have to be nerfed as well if dh was nerfed.
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