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Discussion about DH problems

Ok, so before it starts, i am not going to talk about pallets or M2s, you stop reading if you want.

What do i think are the true issues with DH. I think 2 issues:

1- The perk is super inconsistent because of Ping, lag, delay you name it. Timing a DH on console feels super unnatural because you are DH before an attack because if you don't the game just won't register or even worse makes you exhausted on the ground

2- The Reward is MASSIVE, the reward for pulling of a DH is so bigger than the old DH. This made the waiting for DH worse because its game-changing dodging a hit with the new DH, the old DH wasn't a big deal because you need structures to get anything (that gave rise to the DH for distance, which was problematic, i think all remember that)

So, you now have a perk that is really clunky for the game but because of the reward really has a hold on killers.

I honestly don't know how to fix any of them. I just know that i don't want the perk to loose its identity or for the perk to start getting exceptions to when it shouldn't work.

In the end, i don't use DH anymore and honestly i am doing better on my games because of it. How do you solve this issues, should bhvr do anything at all. Idk and honestly don't really care.

I just think this are the true issues behind the perk, why it holds so much power over killers while survivors don't feel like perk is overpowered at same time. So i don't think resolving the issue is as easy as many people think.

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I think maybe if the speed burst was less or if it has to be earned in some way it'd feel less oppressive? I really don't know.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    The answer is honestly simple, give the killer a perk which allows them to deactivate dead hard for the remainder of the game after that survivor has been knocked, Now that specific survivor and the killer have 3 perks.

  • Anti051
    Anti051 Member Posts: 928

    The perk's identity is that it's literally an I-win-button with extra steps.

    It came about because of how afraid the devs were of adding the first ranged killer to the roster (Huntress).

    The perk does not need to keep it's bogus identity, it needs to change fundamentally.

    I forget whom, but somebody had a cool idea for DH - On taking a protection hit, DH activates and grants a speed burst to any nearby survivors. It even matches the flavor text of the perk,

    "We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another.

    I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!".

    It were a right dust up, I swear down!" — David King

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 469

    Yes, killer loses 1 of 4 perks and survivors lose 1 of 16. Fair enough.

    Are you insane?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    Coordinated SWFs would use that to take turns bodyblocking for each other. We shouldn't encourage perks that are ok in solo, but become super obnoxious in coordinated SWFs.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,881

    There's no fixing it imo. They just need to rip the band-aid off and replace it with a new effect.

    Nerfing DH to be fair while keeping its core identity would mean making the perk completely useless. It just doesn't work.

    No, this is exactly why Shattered Hope is a dumb perk. It’s just a bandaid fix perk.

  • Chiky
    Chiky Member Posts: 1,139

    DH is easy to fix with "Dead Hard activates for 10/13/15 seconds after you get hit". And the rest of the time it's off

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    That is kinda counter productive.

    Good survivors won't need it because they won't be caught after 15 seconds and bad survivors won't be able to time DH to begin with. So the perk does nothing besides BMing a killer

  • Anti051
    Anti051 Member Posts: 928

    Would be a lot better than 'press E to escape anything.'

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    What? both sides lose 1 perk.. it's pretty simple, unless you rely on dead hard that much.. I'm a survivor main and still don't use it.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    I mean, if you bring the perk and no survivor brought DH, then you the killer is technically one perk down.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    lmao what does shattered hope a perk that myself (who's devo 7) has probably seen once or twice in all my games got to do with a survivor perk that everyone uses? Come on now..

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,881

    Because your perk idea is similar to what Shattered Hope is. You're basically suggesting to give Killers a perk that directly counters DH, rather than actually fixing the problem with DH. Shattered Hope counters boons but doesn't actually address the fundamental issues with them at all. They would both be perks that fix problems with other badly designed perks and are completely useless in the absence of those perks which is bad design.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    I mean it's been a lot of chapters since DH has been released, it's clear to me anyway that BHVR want DH to be 50/50, just like pallets for killer vs survivor when you drop the pallet and still get hit. Can't really do it without both sides getting upset.

    I suggested an idea which also acts as a 50/50. Just because it directly counters another perk doesn't necessarily mean it's a bad design, look at boil over for example. Iron grasp was created to counter it, still useful. If survivors are really using DH as much as killers are saying then a perk to counter it would sky rocket in pick rate, it may even reduce the amount of people using DH, which is good from the killers POV.

    I'm simply saying that BHVR don't know how to stop survivors using dead hard except by butchering the perk just like they did with boil over, this is the easiest implementation to do which will resolve it for killers.

    At least support the idea and if it doesn't go how you wanted, what did you lose exactly? Nothing, you gained a direct counter to DH. It's a win/win for killers regardless.. Until they find something else to complain about ofc.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"The Reward is MASSIVE, the reward for pulling of a DH is so bigger than the old DH"

    The solution to this perk is very simple. Pick one :

    1. DH can only be used once per game.
    2. After using DH once you become broken for the rest of the game.
    3. DH does not give a sprint burst effect and instead will rely on your ability to vault or throw a pallet before the killer recovers.
    4. DH changes the Deep wound status as follows : While in a Deep Would state with Dead Hard equipped your deep wound will cause you to bleed out while running. You gain +5 seconds of time before you bleed out. (to make a long story short you have 20 seconds after a DH and then you will fall over unless you stop to mend - running will not pause the timer).
    5. Equipping DH increases all "heal" actions performed on you by 100 (including mending).


    The problem with DH is that extends a chase for much longer than both SB and Lithe. It is important to note that DH allows you to loop normally and then take a hit. Instead of taking a lethal hit you "reset" the chase and can sometimes loop for another 30 seoconds or longer. Meanwhile three other people are working generators. So that means +30 seconds of chase = 90 seconds of time gained for your team on generators. This breaks the game.


    There is no viable nerf to DH that does not remove the "third health state".