Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

dead hard should be reworked

as it stands it's just a third health state gated behind having good enough internet and a sufficient reaction time. having a perk being so heavily ping dependent and also testing a skill that's completely different from the normal skills tested in chase isnt very healthy for the game and feels awful to use at times

you can press dead hard after the killer has already commited to the swing with no actual mindgames or counterplay around it, 'forcing out dead hard' just implies a survivor misplay since they could have saved it for after the swing started.

having some form of startup time to demand it be used proactively and introducing actual mindgames on each side would be far healthier for the game and make the perk feel better to both use and to play against. this could come with a buff to the duration to increase its utility rather than just being a free health state and reward chase planning to use your brief invuln to extend a loop

Comments

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,787

    I honestly wish it'd go back to the old version even as a killer main, it was far easier to read back then and people werent getting the on hit movement speed reward they are now. As it stands it was injured Dramaturgy without the chance of getting more distance or an item, not to mention if you messed it up you still had a health state to spare.

    It's a controversial take, but I think old DH was no less problematic than other exhaustion perks. I'd love to see it back in modern DBD if even for a test to see if its REALLY that problematic.

    Plus as a killer hitting someone and hearing the down noise only to find out they used dead hard coz it's misleading/bugged, and are flying away with the on hit boost is way more annoying than, oh teehee I went a small distance through your attack.