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Proposal for a rework for Dead Hard
The current proposed change to Dead Hard in the April 5th Developer Update sets a worrying precedent that I hope to avoid. Dead Hard is an exhaustion perk and should be balanced around the fact that it goes on a 60/50/40 second cool-down after being triggered. If the perk needs to have additional requirements before it can be triggered then that simply means that the perk's effect is too strong for an exhaustion perk.
I propose the following change to Dead Hard to keep it in line with other survivor exhaustion perks.
"Instead of granting a survivor the Endurance status effect, Dead Hard should instead simply remove collision from the survivor for 0.5 seconds. (Essentially, the on release Dead Hard, just without the dash animation and the distance it gave survivors.)"
The main issue with Dead Hard has always been that it gives a survivor on-demand distance at the most important part of the game, the chase. The problem with on-release Dead Hard wasn't the invulnerability, it was the fact that the survivor would dash forward suddenly during the middle of a chase. This, combined with the old attack cooldown speed meant that the killer would be slowed down while the survivor that dashed forward could use the sudden distance to drop a pallet or make a vault even if they were out of position. The current iteration of the perk is even more egregious in this aspect, since it triggers on successful attacks. This means that the killer is slowed even longer by the attack cooldown, while the survivor gains an even longer speed boost.
If my proposal was to be implemented, the survivor gains a brief window to dodge an attack, whether that be a hatchet from across the map, or a melee weapon in chase. Since the survivor does not gain distance with the perk automatically they have to be more conservative and strategic with its use, instead of simply using the perk as a panic button. This rework makes it so that if the survivor activates the perk, they extend the chase by 1.5 seconds if the killer isn't using Save the Best for Last, or Unrelenting. This change would add perk counters, and make the perk weak enough that it could remain as a standard exhaustion perk in-line with the power of Sprint Burst, Balanced Landing, Lithe, Head On, Smash Hit, and Background Player.