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Dead Hard, again.
Comments
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I insist they always land it because in red rank, they do.
You assume the survivor is trash and that's exactly why you are wrong about this.
Bubba does NOT, I repeat, DOES NOT work vs DH.
You clearly have no clue.
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oh no
please don't tell me you think red ranks mean something?
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That might be true. I don't play much Bubba but it feels like Lery's is a pretty bad map for him.
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Oh no, don't tell me you never made it to it to see it does?
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Oh? Pray do tell, what does it mean?
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What?
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What exactly does being in "Red Ranks" mean to you?
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"And while this is true you're wasting a perk slot to get information that I already know about every map in DBD because I have thousands of hours."
Your entire post was implying I'm a new player with no skill and that you are so much better.
Like bruh, at least own it.
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Dead hard works well most of the time due to the killer's mistakes or miraculous coincidences. For killers who utilize feints and quick attacks, dead hards cannot be a significant threat. Killers who have had more deadhards used on them in a single match than they cannot count on one hand should be careful to refrain from playing lunge attacks too easily.
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That is the conclusion you derived from my post.
I simply said : you are using a perk to get information that I already have due to my game experience.
In other words that perk is a wasted slot for me. If it's not for you and you need it- fine.
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Umm, unless you have bad ping you will never be exhausted on the ground. I have ran dh every survivor game for the last 6 months and have never been exhausted on the ground. It's either the killer hitting first or the survivor pressing e first, factoring in ping stated by a dev. Get better internet. I'm sorry you don't have the hold my hand baby validation from before.
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This is the long version of what I exactly said...just wait for it! When you wait Dead Hard is a little overrated!
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My ping is 25-30 is it's not that. And I don't care for your validation nor do I care for your opinion. Go troll someone else :)
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By this logic are we going to finally get camping and tunneling nerfed to ground? It checks out on all of your conditions.
And actually DH helps against both of these things (especially when taking into account other survivors w DH trying to save against that camping bubba or taking DH hit while bodyblocking for tunneled person). Like DH is clearly not enough, but it's something.
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Sure, as soon as we nerf gen rushes and medkits into the ground!
Let's be real, as controversial as it may be, Tunneling and camping are just playstyles, strategies if you will. Some killers and/or build are better at it than others.
In the end, these things are sort of... in a tug of war with each other.
Survivors are too hard to down because they heal too fast? A counter-play for killers might be to camp a survivor or two and vice-versa...
A killer is trying to camp a survivor? Quick, do a gen rushes to escape asap...
Oh no... Killer is getting gen rush! quick, gotta tunnel a survivor out to mitigate their ability to do gens!
It's all related, like it or not, its about a "balancing act" ... nerfing ANYTHING into the ground will NEVER work...
It's about making sure that there are counter-plays and meaningful decision and skillfull plays to be made.
The problem with Dead hard isn't the base concept of it ... tank a hit to prolong a chase ... sure!
The problem is that perks does Mobility for survivors ... they will hug the killer in some instances and body block just for the speed boost... on purpose, not even caring about the chase or anything.
It just do too many things in one, that's the problem.
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Sorry, but I see those things as exactly the same. Camp and tunnel are things that most annoy survivors, but give dopamine rush to killers (via more wins). DH annoys killers, but give dopamine rush to survivors (when they pull of some spectacular game that would be otherwise impossible).
And if DH meant no speed boost - we would basically get to same situation as with current DS. It sure can help you - but you probably didn't really needed it if those 2s/1,8s would be enough to recover from that situation. Why would anyone use perk that is hard to get right and if it actually works - chances are high it will not help you anyway? Like we can maybe talk about shortening the speed boost - but it should still be enough to get to "something" - at least closest structure for the perk to make any sense.
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Camping and tunneling should see nerfs. Devs should be nerfing unfun things for both sides and rebalancing the game. If their goal is to have killers at a 60% kill rate in general then the goal should be always looking to nerf or remove things that players dislike while maintaining the ideal 60% kill rate.
Things like using exhaustion for distance is a great example of just boring gameplay. It's much better to remove those things and buff survivors or nerf killer to maintain their goal for kill rates. The games would be more fun to play and ideally you would still see the same amount of kills or escapes.
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I understand your points, they are valid.
There is one thing however, DH is a singular perk that counts as both, hit negation AND mobility(CRAZY mobility at that!).
Listen, if you use dead hard at the end of the match on my mace attack from Oni to flashlight save your downed fellow survivor I picked up thinking you were downed (because the game plays the "going down" sound on that??)
Ok, that's ONE thing... fair. Well played. Next game let's try again.
THE ISSUE is the WHOLE MATCH, that perk combined with SB and prove thyself allowed the whole team to rush gens with COMPLETE impunity, at toolbox speed, while packing 3 flashlights/flashbangs!
it's assinine too think that Oni, of all killers, lacks the MOBILITY, and LETHALITY to pressure that crap.
DH allows teams to skip healing entirely, because, I will say it again: DH is a guarateed health state with built-in SB... granted, only at higher levels of play.
I don't care about the scrubs who can't pull it off, they would probably find a way to die on hook even if the devs opened the gate for them at the start of the trials and they would probably still cry about it here too.
Ultimately, The perk has to stick to its lane, it's supposed to be an "Hit negation" perk, not an all end beat all perk.
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For it to be hit negation, you should be able to get somewhere after the hit. Like sure - it makes sense to remove shift-W for successful DH, but entirely removing any sprint would make it hardly useful.
Maybe cutting the sprint time in half might make it still possible to get to next closest loop, but not far enough that killer looses chase.
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You can make it to a pallet during the animation the killer has wiping "the blood off the weapon"(which makes no sense to have since DH denied the hit but whatever)
Just stop t-bagging and clicking your flashlights and you'll make it.
So no, you don't need any SB on that.
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Id say , bring back old dead hard. Its better for the game, trust me. Just nerf the distance slightly.
The new one is busted when you get it off. The distance you gain from it is broken against any m1 killer. And it often doesnt work due to ping difference.
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I'm sick and tired of people who keep exploiting Dead Hard close to pallets, it makes them completely untouchable. The perk needs to be put six feet under, it's simply unhealthy. Survivors should never have access to a third health state.
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If dead hard is extending your chases by 1 minute on average that means it takes you 1 minute on average to get a hit. If it takes you 2 minutes for 2 hits, thats a skill issue. You should lose if it takes you over a minute to get a hit on a survivor. It means you're getting outplayed in chase.
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pallets make it easy to get 1--2min chases sometimes. thats not always a skill issue
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If you're taking a chase in the part of the map where that's true you're playing badly
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Not really as most parts of the map have a pallet lol, a good survivor will more than likely get value out of their dead hard, especially being in an area with pallets.
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