http://dbd.game/killswitch
Why I think bHVR should cut DH in Two. (again)
So Dead Hard is a really good perk, its fun to use and extremely obnoxious for the Killer too. What better Perk to start a flame war over. I mean Dead Hard was already nerfed once, but Survivors recovered and learnt to use it again. Who cares about introductions, AAAA I hate this perk so much, someone else could write this intro better.
But here is what I find odd about DH is all its benefits;
- Negate a Killer Power or Killer Attack
- Slow the Killer down with Attack cool down.
- Give the Survivor a Speed bonus (6.6m/s) for 1.8 seconds.
On a Successful Dead Hard to killer is left behind wiping his weapon, an attack was negated and Survivor gets speed bonus as well. That like a lot, like not even Sprint Burst negates a hit, and sure you can miss a hit vs a Sprint Burst Survivors but its not as bad as an on hit weapon cooldown. Plus this gets worse for other slower Killers. Dead Hard is like a smorgasbord, compared to an All bran Diet. Yikes. No wonder its prefered.
So my Suggestion really is to change the focus of Dead Hard from its mid-way point between as a hit negation perk and haste perk to make it just a Hit Negation Perk. Basically tone it down to have some more risk and not so great benefits that it overshadows other viable exhaustion perks. This must be the standard, right?
Now bHVR loves to make the game simple (bless them) they consider new gamers and that is great, but it was a mistake to make only one new status effect: Endurance. It actually complicates balance even more, since Endurance is automatic Dead Hard. It works great for being unhooked Styptic Agent and perks like Off The Record, We Gonna Live Forever and Soul Guard. Because you are either protecting from Tunneling or making a Heroic Rescue on another Survivor which requires two Survivors. That stuff is cool with me. But on Dead Hard its getting out of hand, Dead Hard isnt negated by Conspicuous Actions or require the help of anyone else.
Now lets say Endurance had a little brother, Lets call it ""BRACED"" (Get it? cause your are braced for a hit.) Braced does exactly the same as Endurance does, but it does not give a speed boost for a hit you take. This would solve any issues I have with Dead Hard as it would force a Dead Hard user to become more dependent on the pallet situation while also being fun to use for Survivors, at least what I think is what Survivors value the most of the three DH benefits. To sum up leave Endurance for anti-tunneling plus heroic saves and let Dead Hard have braced.
Added bonus a New Status Effect Braced could also be used to balance other Perks, Items etc. with Endurance that are also too good. A smaller tinier type of Endurance just makes sense to have as an option and I think Dead Hard calls for it now.
Thanks for coming to my TED talk on Dead Hard, I cant wait to hear your feedback on these changes and I hope to hear from Survivors who are open to this- If you have questions about something that didnt make sense, please ask, ill be happy to make it easier to understand if I can.
Hope you have a great day.
TL:DR: Change Dead Hard to not give speedboosts from negated Killer hits, centralizing DH's Strength as a Hit Negation Exhaustion Perk and not as both hit negation and Haste Exhaustion Perk. This will make DH less able to protect the pallet economy and give Survivors a chance to just make it to the pallet, forcing pallet breaking and thus less resources saved by the Survivors and put it on par with normal (non-DH) gameplay. Cool Beans.
Comments
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The hit negation is essentially useless already unless you're using it on a pallet. Even if you successfully use Dead Hard in it's current state, if the resources around you have been depleted you're still F'd. The perk is fine, I personally would prefer distance/I-frames like it used to be rather than have any hit-negation/endurance buff at all.
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So the magic ignore everything perk? Imagine if killers had that, a dash that ignores all possible stuns and has no downside. Getting 1.8 seconds of speed is great for survivors because the killer is slowed down for the same duration.
This isn’t a simple “oh he can double hit me”. This is a “Great I got to this god pallet and now must force him to spend 2.7 seconds to break it. By that time I’m 20 feet away and at another pallet.
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"So the magic ignore everything perk? Imagine if killers had that, a dash that ignores all possible stuns and has no downside"
Nurse has a dash that ignores stuns and all obstacles in general. Plenty of killers have resource-negation abilities and they can be used in succession with a small cooldown. DH can be used once in a chase.
I liked when DH had a consistent and limited amount of value, it allowed you one opportunity to avoid a hit and gain a small amount of distance that would extend chase for maybe 2-5 seconds (assuming you don't make it to a new tile) . Now it's become a mind game with a bigger reward, but a low-success rate in the open and semi-high success rate on a pallet which IMO is worse for gameplay. That said there are games when it's possible to get 0 value out of DH so I don't think it's even close to being one of the bigger issues with this game.
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I fully support the OP's idea
It's a very well thought out suggestion.
Saying that endurance is too good for anything other that anti-tunnel is right on the money for me.
Hit negation is fine... it's the free SB they get on top of their initial perk SB that tilts me (it's like picking 5 perks with 2 SB in).
Like... for real, As Oni I feel like my power (due to it's charge time) cannot help pressure a survivor that just jump to all the pallets in the world!
Sure... tank my mace with it and walk away... but not like... tank the hit AND "anime teleport" to the next available god pallet for crying outloud!
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Yes, it will tone down the perk by requiring more strategy to use. Like I said it will require more pallets to be dropped.
Yes. If Survivors deplete all the resources, you are gonna die. There is nothing wrong with that. Its incredibly bad for a game to have a perk the makes you way way stronger than a person without.
Dead Hard is not fine, I'm completely convinced of it. It gives you FAR too much distance now that Survivors have pushed the skill ceiling of the perk up. It occupies two roles a hit negator and a haste perk. Its just too much, no wonder everyone uses it. bHVR knows how the perk performs and I think they will find that the distance, chase time and the lack of pallet usage is high on DH users.
So I think its only a reasonable compromise to keep what I hear survivors like the most about the Perk and remove the parts which makes it insufferable to play against.
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" It occupies two roles a hit negator and a haste perk"
Yes when it works, but as I said before it is wildly inconsistent and in most cases easy to avoid as killer. It's a frustrating perk for survivor too.
"So I think its only a reasonable compromise to keep what I hear survivors like the most about the Perk and remove the parts which makes it insufferable to play against."
The haste is the only valuable thing about the perk, there would be no reason to use it otherwise.
My vote is they scrap the hit-negation aspect and change it into a dodge roll with I-frames. Basically how it was before but with an updated animation. It would make it fun for survivors and you could remove the sprint burst.
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it is wildly inconsistent
There is nothing wrong with having a high skill perk, but it has to be balanced.
The haste is the only valuable thing about the perk, there would be no reason to use it otherwise.
Then you would be more satisfied by other Exhaustion perks.
It would make it fun for survivors and you could remove the sprint burst.
nope dude. Im not asking for Sprint Burst removal.
Post edited by Emeal on1 -
Reducing the distance survivors gain from successful DHs is really not a bad suggestion for a nerf. I don't know how the numbers work with your suggestion, but i will give you what i know and discussed in other thread.
SB- while its hard to measure the distance gain from the killer because of the variables gives close to a 5m distance for survivors (can be more or less, there are many variables at play)
DH- On normal M1 gives the survivor close to 12m distance, on a killer with STBL the survivor gets 9m. I think because DH presents more risks than SB, DH should still even after the nerf give more distance than SB. How much would people think is fair and if the survivor will need a haste effect or not needs to be seen when you find the number people think is ok.
If they don't want to change that i would suggest something like a 0.5 second window where the survivor can't do actions like vaulting or drop pallets after they DH, giving killers a bigger buffer to hit a survivor if they fail a DH
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Dead Hard does not present more risk, both players will get the same amount of Risk and they have the same chance to make a good play or go down. Both Perks are just used differently, DH providing so much freedom of when to use should also be accounted for in comparison, We already know DH is used more and Killers are fed up, this is obvious.
On the notion of Skill, its okay to have a Perk that requires high skill to use. But its completely unreasonable that a high skill dead hard player can get the high rewards consistently in so many games. Imagine that having a a game and one perk that requires a specific amount of skill, will dramatically screw over and come out better than other players who don't. This is really bad and needs to be toned down. it Overshadows all other perks, it has to be normalised.
Again this is why my suggestion makes DH more reliable on the survivor resources so the Survivor can get distance by attack cooldown AND an eventual pallet-breaking or window navigation, instead of getting haste. Like it or not STBL is not used every match either.
If they don't want to change that i would suggest something like a 0.5 second window where the survivor can't do actions like vaulting or drop pallets after they DH, giving killers a bigger buffer to hit a survivor if they fail a DH.
I think this idea is really bad, making a window play using a perk is the specific combination of skill, luck and map awareness that I think we can allow with Dead Hard. These plays are also much easier to counter as Killer as Survivor is stuck in a vault animation and cannot activate DH when in that. Furthermore this seems to be the core joys of DH too, if you look at most videos on Dead Hard this is the apex adrenaline moments.
To completely remove those from the game would be a very bad move.
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