http://dbd.game/killswitch
Devs, you said once that you want to make Killers’ powers less affected by perks.
Maybe, you will look on Dead Hard?!
This perk not just allows Survivors to feel safe and be extremely greedy at loops.
This perk doesn’t only look strange and weird from the Killers’ POV.
How much this perk counters numerous Killers’ powers in preposterous.
Shock Therapy, Huntress’ Hatchets, Trapper’s Traps, Nurse’s post-blink attack, Hag’s Traps, Spirit’s post-phase attack, all these things can be dodged. Vs some Killers (especially Nurse for instance) this is incredibly strong ability.
I used think for such a long time that Dead Hard is a useless thing, but I now I realize so much, it is overpowered time-wasting perk with almost no counter (does somebody use Blood Echo?).
With the Ruin nerf (yes, I agreed it’s clearly a nerf), Dead Hard does so much for Survivors and it should be nerfed (maybe add a gap so it can be used 3 times).
Comments
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They really said that? Why did they even buff Calm Spirit then in order to counter old Doctor and randomly thrown Clown bottles?
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Honestly yea I agree, they said that ruin was "too passive" and yet dead hard can extend a chase by ages by a simple click of a button. By the same logic dead hard should be nerfed as well.
A perk I hate is unbreakable. It's passive, it's a second chance when the survivors mess up and it can easily turn a 4k into a 1k. It also removes all pressure you get from slugging which is horrible.
In fact thinking about this makes me wonder how so many survivor perks haven't been nerfed due to the same logic of the ruin nerf. Unbreakable, DS, dead hard are all pretty passive and are busted AF in the right situations. Especially against a 4 man only running these perks.
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I think what they meant by that is killer perks affecting it
Which then again, I don't know to be fair
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That's not the point. You can not counter a DH being used to compensate a mistake on survivor side while looping a specific spot. You either go for the miss due to DH in the last possible second or the survivor is going to reach the next pallet savely. Either way, you won't down them.
Now that frustrates many killers, because there is nothing gained besides the exhaustion status effect on the survivor. Chase goes on and might even last 30 seconds or more without any other survivor drawback for having made a juking mistake.
If Dead Hard would at least apply the Hindered status effect for about 10 to 15 seconds or basically anything, that makes the killer feel like they got something out of the survivor's misplay.
But then again, atm DH works pretty badly due to server inconsistency. Currently it is really not much of a problem.
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Dead hard is very easy to counter, apart from simply not working with dedicated
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This is wrong, you can lunge over the dead hard and survivors cant drop pallets for about 1.5 seconds when using it so you can m1 them
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That's not what I meant. Imagine a single pallet spot. If a survivor relies on the killer respecting the pallet, which he doesn't and therefore would catch him next round, the survivor can use DH on the long side to create enough distance between them and the killer to drop the pallet saveley.
In most cases DH won't be used/helpful for dodging M1 attacks. It will be used to compensate a misplay without being in danger of getting hit.
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Yeah in that scenario the survivor wasted 1 perk to buy him 5 seconds of chase, and you can just double back when the dead hard animation starts and catch the survivor, 9/10 times the survivor will fall for it
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Dead Hard isn’t really a problem, it’s more like an annoyance and you could usually just bait it out of most of them.
Of all the survivor perks, it’s not that terrible. A more pressing perk to look at is DS, a perk that should deactivate if the user gets fully healed or if the killer hooked someone else.
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Yeah as I said, currently there are definetely other things, that need to be focused on. DH does not do its work most of the time anyway atm
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Dead Hard doesn't affect killer's power in the way the devs were talking about.
When they talk about affecting a killer power, they're talking about how the original Small Game used to work
For those of you who weren't here in the Dark Days - Small Game allowed survivors to see the aura's of traps nearby - effectively rendering Trapper's traps effectively useless.
THAT'S what they're talking about.
Calm Spirit may stop screams, but madness still climbs when your shocked and your speed is still affected when gassed.
Dead Hard may cause the nurse to miss a swing, but she still can phase through walls.
You see the difference now?
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Devs said that they will not change DS currently.
Then they cry for the next Nerf... Maybe we can wait until Dead Hard actually works consistent before thinking about nerfing it?
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DH is in the meta for a reason...
But hey, if you know they have it, just bait it out
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