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Dead Hard is Survivors' version of NOED, just with press Button functionality.
In contrast, Dead Hard is a powerful Second Chance that is also very unfair. This perk is basically Survivors' version of NOED, just with press Button function. Let's compare Dead Hard with all other Survivors' Second Chances that have idea to make the game more healthy.
- Decisive Strike: once it got reworked, it became significantly better. Current version still has major issues, but at least it is purposed to punish tunneling and encourage fun gameplay.
- Borrowed Time: not ideal, but it was designed to outplay Killer following the non-interactive gameplay style.
- Unbreakable: strong, but gives Survivors opportunity to outplay Killer following the easy snow-ball tactic.
- Adrenaline: strong, but it rewards Survivors for completing Objectives.
And here is the list of similarities between Dead Hard and NOED purposes.
- Both work best when players put themselves, sometimes purposefully, in bad situation, or allow themselves to do mistakes.
- Both are designed to reduce or even erase the consequences of mistakes made (Pallet loop abuse, Survivors slugged and killed when Killer did poorly).
- Both are hated by opposite sides.
Dead Hard is as bad for the game as NOED imo. I provided valid arguments and hope these perks will get change asap. Dead Hard is rampant in high ranks, and NOED is just infuriating.
Comments
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lol
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Those two perks are nothing alike at all.
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Man, you posted the comment immediately after I published the post. You didn't even read the content.
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I’ve read the post.
lol
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They share nothing similar
While NOED can be disabled before it can be used, DH cannot unless you use exhaustion add-ons or perks
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Dude, your reaching here.
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I compared DH's and NOED's purpose, not the way they work. It is obvious that mechanically perks are very different, but purpose-wise they are similar.
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I did read some of it. But you are comparing two very different perks.
NOED is a perk that punishes survivors not for being out of position but not cleansing all the totems.
Dead hard is kinda just a BS perk that can act both as a second chance perk and one that extends the chase with the press of a button.
The difference being that one, they are perks for killers and survivors (two different teams pretty much). And two, NOED is an endgame perk, dead hard can be used anytime a survivor is injured whether it be the start or end of the game.
Also, the "easy snow ball tactic" is a valid strategy and I don't see the problem with it if the killer needs pressure on the survivors.
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Yeah. I also think that Nurse should not be able to teleport. Free teleports are unfair.
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u did get sarcasm, did you?
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Decisive Strike: has major issues, but at least it was originally purposed to punish tunneling and encourage fun gameplay.
Excuse me, what? No, the original DS was not a anti-tunnel perk. It was the quintessential get out of jail free perk ever introduced into this game, then and now. Dead Hard has nothing on it.
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I edited post to make sure I was talking about reworked Decisive
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I see your argument, I just disagree. I don't see them as similar myself. Perhaps Coupe De Grace and Dead Hard are similar. And maybe NOED and Adrenaline . But in the end, both sides have strong perks. I just hope we get passed all these calls for Nerfs, on both sides.
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Lol
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Next will be corrupt intervention is the same than self care !
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No one agrees DH is anything like NOED.
But I am sure we are all wrong and your lone opinion is right.
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Man, I had "imo" included to my post, come on...
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I can see what you mean, but I don't really agree with you.
Noed is a comeback perk that is supposed to be a threat to survivors doing their objective too fast.
Dead hard (in all ways it could be used, dh for distance in particular) is a second chance chase perk that is supposed to give survivor a chance to last longer when they have mispositioned themselves.
My opinion on both perks is pretty simple - both are strong, both are extremely impactful, one of them can be countered before it even comes in effect and it basically reduces a full chase by 1/2, while the other can't be countered if used in most popular way, doesn't work in an intended way because latency and allows to extend a full chase by 1/2.
If we were to call X version of Y, I'd rather say DS (old iteration) is survivors' version of NOED since DS is a comeback perk that is supposed to be a threat to killers doing their objective too fast.
However NOED differs from 2019-2020DS pretty much in a healthier way, since it has one major weakness that balances it well enough: it's a hex. Moreover, a hex that does nothing until 5 gens are done. 2021DS finally got if not a major weakness, but at least a limitation to prevent its excessive usage.
Ds in new iteration is an anti tunneling perk that gives protection from being tunneled and it instantly goes away when survivor is doing anything unrelated to trying to escape a chase/
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Those two perks have absolute zero comparison. Survivors need perks like DH and SB because they're slower than the killer. why do these killer mains want all of these meta perks reworked? Are you trying to make survivors weaker????
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Dude, in this post I also said that NOED needs to be reconsidered bcs it it also very unfair. How u can consider me a Killer main after that?
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I wasn't saying you are, I'm just really sick of all these dead hard and NOED threads.
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I wish people would stop making this same insanely stupid argument to cope with the fact that NOED is reasonably disliked.
Dead Hard is used to extend loops and chases, which is the exact function of literally all of the other exhaustion perks besides Head On. It makes me even more frustrated because Dead Hard isn't even the best exhaustion perk and has a weaker effect if you misuse it.
Just git gud.
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Let's compare Dead Hard with al other Exhaustion perks.
- Balanced Landing, Lithe, Head On, Smash Hit - encourage Survivors to work with their environment to get benefit from the perk.
- Sprint Burst - powerful, but may backfire greatly because it forces you to slowly walk.
- Adrenaline - rewards completing Objectives.
And now Dead Hard:
- Makes staying Injured Comfortable. Survivors may not bother healing to feel safe - thus DH indirectly increases gen speed.
- Requires minimal impact from Survivor - just press Button to reach Pallet or Window and outplay the Killer and extend the chase enormously. And for an average Survivor with high MMR it is very difficult to misuse it in loops. Very safe to use, has no hinderance is somehow failed to use unlike Sprint Burst which forces you to walk.
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Dead Hard is being looked at by BHVR so we can expect changes to it soon.
Changes to NOED I would appreciate, I dislike perks that expose you without warning.
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I can't consider doing Totems a secondary objective for several reasons:
- It takes too long for uncoordinated solo team to cleanse all totems. If they play against aggressive Killers like Spirit or Nurse - escaping will be nearly impossible. Additionally, when it is a (face)camper, the last thing Survivors should do is to run across the map searching for Totems.
- Cleansing Totems is not worthy. Survivors get no benefit from cleansing them other than 1000 Bloodpoints which can be achieved in one chase, and even more of them. Also, it feels frustrating when you manage to cleanse all Totems and then realize the Killer does not have NOED. All the time you spent meant literally nothing.
- Survivors can't even see the number of Totems remaining. How doing Totems can be an Objective when they don't even know how many of them left. Yeah, swf with comms will be able to count them, but what for solo Survivors?
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You can always just do the last gen, wait till killer gets interested in someone else and just escape. If team is so uncoordinated, you shouldn't really care about them. Or, if team is coordinated, but just lazy to dedicated time to occasionally do one totem or another between gens, then you can even find the lit totem after doing gens,
In the end, if you pop hex totem in first 60 seconds after doing all totems, then this is not a bigger problem than a haunted grounds proc.
In any case, I don't see a problem with doing totems even in solo or just ignoring them and popping a hex/just escaping.
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that's what we need a totem counter, and then there will be no excuse to not cleanse all totems.
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One of the perks you listed has counter-play, the other does not. They are nothing alike, one is extremely strong the other is mediocre trash at best.
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