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Do you really think dead hard is an actual prob?

Not to be disrespectful but i’ve seen plenty post saying that dh should be reworked, since it’s very unfair for the killers who can easily lose a loop because of it -allegedly.

I mean, of course it is a very op perk, which is used by many survivors and that can become a real issue on the hands of those who know how to use it. Still, did you ever stop and thought about the fairness of the Tombstone?

Yeah, sure he has to stalk much than the usual to get there in tier 3, but still it is not even fair and gets frustrating when you have the game almost done and some creep just walking through you and insta kill you.

There has to be a balance between those two sides. Complaining about the dh or even ds it’s just unfair to us who’ve been dealing with this offerings and add-ons.

Just a thought, be safe y’all!

Comments

  • Crowman
    Crowman Member Posts: 9,517

    I do not think Dead Hard is an issue.

    But regardless comparing Dead Hard to killer addons is nonsensical.

  • GhostMaceNotCrusty
    GhostMaceNotCrusty Member Posts: 716

    Its rarely ever lost me a chase. If they try and use it to dodge a hit, I wait it. And they barely ever make it ot the pallet

  • Kellie
    Kellie Member Posts: 1,328

    Most things in this game aren't skill based. Also what can you do to dead hard to make it not over tuned while also making it not garbage at the same time?

  • bjorksnas
    bjorksnas Member Posts: 5,619

    Limit uses, such as having 3 total uses or gain 2 tokens to use it every time you get hooked and lower total exhaustion amount by a bit

    remove certain parts of I-frames like no dh over traps

    the perk is already way overtuned theres no need to call knocking it down a peg making it garbage when its already far and away one of the best perks in the game

  • KingFrost
    KingFrost Member Posts: 3,014

    Dead Hard is fine. And it's much more skill based than people will admit. A good dead hard can buy you decent time in a chase. A bad dead hard can buy you 3 seconds.

  • M1Trapper
    M1Trapper Member Posts: 27

    It’s hard to tell because it depends on the map and how the game is unfolding, imo. If you mind game someone at the shack and he gets to a window or pallet with dead hard, that’s another 30+ sec chase because now every map has 50 pallets. Same goes for the jungle gym with long wall, you mess up and dead hard to that window and you’re good.

  • Fantasy
    Fantasy Member Posts: 451

    Dead Hard requires you to be injured unlike the others and you don't get much distance as the others.

  • Kellie
    Kellie Member Posts: 1,328

    Removing I-Frames basically makes the perk useless since the survivor will always get hit through it. And what’s the point of giving it three uses if it’s going to be an exhaustion perk.

  • onemind
    onemind Member Posts: 3,089
    edited March 2021

    Increase I frames but decrease the distance or remove I frames and increase distance that about all I can say

  • Terro
    Terro Member Posts: 1,171

    I think op is the wrong word for it. Strong is the correct word. Well it would be stronger if the devs could make it work better with dedicated servers but I get why it's a struggle to fix.

  • Jasix
    Jasix Member Posts: 1,245

    People think this? As a killer I would rather someone have DH than Lithe any day. DH is easy to bait and once it's used - good luck :)

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Dead Hard is a huge problem, and it practically defines the second chance meta: it exists purely to rob the killer directly of a hit with no effort, earning or counterplay.

    Even ignoring Dead Hard for Distance, the base design of the perk is literally to rob the killer of a hit. That is what it is intended to do. That's not okay, that's like if killers had a perk that just spontaneously regressed generators each time they hit 95%.

  • bjorksnas
    bjorksnas Member Posts: 5,619

    Removing I frames for certain actions only for rn just the bear trap because no you shouldn't be able to ignore a killers power completely especially when they have to go around the map gather their power set it up then watch you just run over it because muh perks

    but also the point of giving it limited uses but still having exhaustion would be an internal cooldown because for example if you have 3 tokens with no cooldown its broken beyond belief extending the chase 3 times with no counterplay is absurd,

    having a regular cooldown could have problems for people who are really good at looping so if its 40 seconds but you bought 40 seconds because you used it last time it just becomes self fulfilling prophecy of multiple deadhards in the same chase so its even stronger

    having an exhaustion cooldown and limited uses seems to be the only way to counterbalance having a strong perk with multiple uses and stretching those uses out over the trial rather than multiple times in a few seconds or multiple times in the same chase

    + having DH and another exhaustion perk would be too strong sprint burst at the start of a chase and dh before it ends to extend it doesn't sound like fun gameplay

  • sluc16
    sluc16 Member Posts: 537

    Why would killers cry about DH when they have the most powerful perks on the game?

  • Zarr0ch
    Zarr0ch Member Posts: 589

    Because they simply move from one perk to the next. DS nerfed, then mettle, then DS again, OoO etc etc

    the day after the DS/OoO nerf, the “NERF UNBREAKABLE” calls started

    its pathetic and nothing to do with balance, they just want zero challenge and easy 4K for their ego

    Note, I’m a damn pig main, I know about being a weaker tier killer, yet you have iri hatchet or unlimited Myers killers on here bitching about one person getting hatch

  • bobateo
    bobateo Member Posts: 368

    No, I don't think Dead Hard is OP, but I do see how particularly clever use of it frustrates Killers because often Dead Hard is used in the middle of chase. Usually, that's the only time it can be used, which ramps up the feeling of "I'm going to get this hook" only to be denied it. However, Dead Hard's actual 'use' (dodging) is nearly useless, and I don't see it as being anymore 'OP' than the SB user who 99's SB and uses it a moment when the Killer is sure of a hit and they whiff into the air, or the Lithe user who plays a loop well, the window is the last option, but instead of securing a hit, the Killer watches them prance off gazelle like.

    Dead zone? Dead hard is useless

    A loop that's way more 60/40? Sure you clear that window/pallet, but you're hosed.

    Attempt to dodge a hit? Yeah, just don't do that with dead hard.

    From what I've seen, highly skilled survs with looping can use DH incredibly well in specific situations that maybe, just maybe, they worked the Killer into without the Killer realizing what's happening until it's too late. Until the devs give DH a clear purpose that works, nerfing it would make the perk trash.

  • SilentHillOnDvD
    SilentHillOnDvD Member Posts: 487

    DS object mettle of man and all the second chance perks are a problem to the game. Survivors already have built in second chances but having 4 survivors run even more second chances is just stupid.

    Noed iri head tombstone myers and op addon spirit is also stupid

  • blue4zion
    blue4zion Member Posts: 2,773
    edited March 2021

    I don't, it extends chases just like all the other exhaustion perks. In fact, it also seems to work the least often so It's fine in my book lol.

  • PGJSF
    PGJSF Member Posts: 369

    They are different things.

    DH is a “problem” in terms of gameplay.

    Tombstone doesn’t win you games, but is awful to play against and to my opinion complete bs. No matter how you deserved it, click to remove a player from the game can’t be good. Myers would be better with stronger addons to win chases and less annoying things like that. Mirror Myers is actually one of the most fun, and atmosphere-fitting builds to play with AND against, although it can be quite weak. In my opinion The Shade needs some form of buff to that gameplay and to his mindgame potential, in exchange to losing his instakill.

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    That's kind of the point of the perk. What, do you think healthy survivors should be able to Dead Hard? And it's not like you must stay injured the whole match to get use out of DH. You get hit once, like in a regular chase, use it to avoid a hit or get somewhere otherwise unreachable in time, and then maybe you go down, but that chase had to be horribly long for the killer. You can stay injured, which is what confident survivors do anyway, because DH acts as that extra health state. The lack of distance it makes compared to other exhaustion perks is the trade off, and it's not a large one at that. Nobody complains that DH makes too little distance because the way it allows you to greed loops, and killers needing to bait it out, and the i-frames far outweigh that downside.

  • DangerScouse
    DangerScouse Member Posts: 989

    As a killer main I find it ridiculous that it gives you an invulnerability window (here, let me DH "through" the killer".

    Bu overall I don't see it as an issue. I like baiting a survivor to "waste" it, but can also respect the skill of a well timed DH.

  • voorheesgt
    voorheesgt Member Posts: 827

    I honestly have no problems with DH or tombstone... Ironically though any survivor team that uses DH to full potential would also NEVER be effected buy tombstone. They're good enough to do 5 gens without giving Myers enough evil.

  • pseudechis
    pseudechis Member Posts: 3,904

    Only when folks dead hard through my traps, I just think ah dang it stupid DH.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    Meh, dead hard isn't a "problem", it's just quite annoying to play against. Perks like dead hard and sprint burst are fine being in the game.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    I think if I wanted one change to dead hard, it would be to not let you go over traps for free. It's really dumb and Trapper already has the most counterable power in the game.

  • OmegaXII
    OmegaXII Member Posts: 2,216

    Tombstone Myers need to almost fully stalk all 4 survivors to work, and he moves with reduced speed. if you haven’t done all gens by the time, you already messed up by letting him stalk too much.

    DH for distance is just no counterplay. It requires minimal effort “press e” from survivors to outplay you. This is simply unfair, and all survivors can bring it, along with other second chance perks. This is broken

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    That can put you into such a bad spot that it’s almost impossible to come back from if it happens in your first chase.

    If this like the “its just a free hit” defence for MoM? Or the “its just a 5 second stun” defence for DS?

    Killers operate on pressure so it’s a lot more complex than just a free hit or pallet.

  • FearlessHunter
    FearlessHunter Member Posts: 530

    I feel like dead hard doesn't even work half of the time.

    That being said the only change I would like to see is make it so you can't dead hard over trappers traps.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    👏Just👏give👏me👏a👏decent👏anti👏exhaustion👏perks👏already👏

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    Dead Hard isn't OP and it isn't a problem.

    There aren't many Survivor Perks I would consider OP, and certainly none of them are OP in a vacuum. Most of them only give a decent niche effect and many don't even do that, and only do something useful in combo with 1 or 2 other perks.

    Survivor Perks are weak in general. They are only strong when used properly, stacked and combo'd properly, or used in concert in a coordinated team effort.

  • kamisen
    kamisen Member Posts: 794

    Not as annoying as a player sprint bursting away just as you thought you were going to apply some pressure. All exhaustion perks has their respective moments that are annoying.