http://dbd.game/killswitch
Eye for an eye, and perk for a perk
Since the very fair reasoning behind the remo- wait, sorry, rework for ruin was "fun" let's address another perk that can receive the same threatment.
Dead hard. Why? Personally I find dead hard very frustrating to go against, and you know that moment, that moment when you are about to smack in the ass the survivor that abus-, wait, sorry again, made great use of some very fair loops, and gets either another run or escapes and gens are done in mean time. And I am not the only killers that finds this perk that fun to go against.
Speaking of how over powered is, it is not that big of a deal to be totally honnest, but it is totally UNFUN to go against, and since that seems to be a rational and good reason for something that is quite important to use, I suggest remo-, crap not again, reworking dead hard. Rework ideas? I don't know, something to make it equally as good and viable as HEX, saying it out loud, HEX, Ruin is. Maybe when you activate instead of dashing forward and have that immunity frame you could I don't know, do a mario type of leap but for a short distance in the air. Or make it so it is 1-time use/game. Or make it so you do a Michael Jackson type of spin. Something to be in line of how ruin is going.
Thank you.
Comments
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I agree that it is becoming problematic. If used for distance rather than evading then it essentially gives a survivor a free pallet/vault which can extend the chase for some time depending on location.
It's starting to feel quite unfair to play against as killer. When you catch a survivor out of position but DH gives them that short boost they need to make it to a safe pallet.
People complain about enduring/spirit fury but that requires 2 perks and you need to kick 2 pallets before it does anything. DH essentially does the same thing but with 1 perk and no requirements to earn it.
I know it's controversial because exhaustion perks have been nerfed over the years but perks like Dead Hard and Sprint Burst are really showing their 2016/2017 roots.
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You are aware how busted Dead Hard is right?
Unless using it to make it to the next loop and get that tiny extra needed distance, you will still get hit 99% of the time. The perk doesn't dodge hits, there is footage from streamers, content creators, and anyone who just records gameplay where you get exhausted from using it and still get downed because it doesn't work properly.
Honestly, I don't believe that Dead Hard ever had the intention of being used for dodging hits when it was first made. Many people used Dead Hard for the distance even before servers made it hard to use.
Tips for Dead Hard; wait on it, force them to use it by getting close then just closing the tiny distance. Or swing earlier so it takes them by surprise.
The game absolutely doesn't need to nerf a perk that the servers already have nerfed. Just because you haven't learned how to outplay it and use perks other than ruin to force pressure on the map doesn't mean we need to rework every "OP" survivor perk in the game.
Oh just to clarify here. I'm technically a killer main but my games are about 60% killer and 40% survivor. This isn't some biased survivor talking about keeping a perk.
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survivor perks should be nerfed if they're unbalanced, not for revenge or some other stupid reason.
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Okay, so not dead hard. How about DS then? Or adrenaline? :)
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I would nerf both of those tbh
Not massively though
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I think DS should have conditions. Like, its not active after you've unhooked someone, if you're grabbed, or if you take a protection hit.
Adrenaline should either heal you or give you a sprint burst. Not both.
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yeah cause nerfing/reworking ######### when is killer for stupid reasons sided is fair
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Didn't call it OP, i called it unfun. Its unfun when it is used properly to get that tiny gap to escape so you can go to the next loop. Happens a lot of times at red/purple ranks survivors.
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It's on the same level as sprint burst. If you really hate it that much bait it out or use one shots.
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It depends on what killer I'm on. With most killers it's just like "Oh, you made a mistake or got mindgamed, press E and we can do it again." With Nurse though, it's beyond frustrating to deal with. It often takes survivors from guaranteed downs to LOS breaks where you have to guess. You do everything right, they press E, and you go into fatigue and cooldown.
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Dead hard isn't best used for covering up mistakes. In fact, forcing survivors to use dead hard from a mistake is a great way to shorten chases.
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Dead Hard is one of the easiest exhaustion perks to counter, except for Nurse who requires some finesse for that. If the survivor uses it effectively to make distance, then it's a skillful interaction because they need to have their pathing down to a T, otherwise all that DH does is to buy a total of 3 extra seconds before getting downed.
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"EYE FOR AN EYE, AND PERK FOR A PERK"
Don't try to turn this into a war, the community is already enough toxic as it is..
And Dead Hard is the hardest exhaustion perk to use, very easy to counter, will make a difference only if the timing is perfect.
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From my experience, in most games on PS4 3/4 of the survivors in the lobby are running Dead Hard. I don’t even see decisive strike much anymore. I see people use it not even to dodge hits, but to get to a pallet before the killer does. Makes chases last sooo much longer which is horrible with this ruin rework coming. I’ve been playing more survivor lately so it doesn’t effect me too much but when I’m a killer it’s frustrating.
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“An eye for an eye makes the whole world go blind”
A perk for a perk makes the game get bland.
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Comparing Ruin with Dead Hard. #########? Are you serious? There is nothing to compare at all.
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Dead Hard is simply the most usable exhaustion perk. Is isn't map reliant, unlike Balanced or Lithe and you have control over it, unlike Sprint Burst.
Ruin literally ruined games. Especially in lower ranks. It needed a change, but I think that this current itteration is the wrong one.
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And majority of survivors call Moris, Noed, *insert all killer perks* unfun.
Its in the game
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Dead Hard is very easy to see coming the vast majority of the time. Always assume that they have it, don't swing too early, and remember who has it if they use it. Just get good.
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I wish I had Dead Hard for killers. Like, go ahead and make a mistake. This perk will save you and gain time
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