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Dead Hard needs to go.
Comments
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Maybe you haven't seen how well it can be used for distance idk? I run into the perk frequently and yes, many survivors don't actually use it well and just aren't the best with it. But there are also quite a few who do. We are just having different experiences it seems, but there are definitely survivors who use the perk very well.
Ok, maybe perks shouldn't require skill, but a reasonable activation condition on both sides especially if it is a perk with a powerful effect. For example, pop can be used for 45 seconds after the killer hooks a survivor, surge requires an m1 to down a survivor while near gens. Same thing for other survivor perks, BT works if you are saving someone while in the killer's terror radius, DS works (not for long though) for a minute after being unhooked. Dead hard on the other hand...
To me and many other people, dead hard is a very frustratingly annoying perk because it requires no special activation condition other than being injured. Lithe needs a window, smash hit (coming soon) will require a pallet, adrenaline requires all gens to be done, head on needs a locker to activate, and SB isn't always used to get distance on the killer.
About SB btw, people say that it's also used to get more distance on the killer than dead hard, but the thing is it is not always used for that. If you are using sprint burst effectively, that means you use it all the time to switch off of gens, run over to rescue teammates, and possibly get distance from the killer. It is used to shorten your travel time to objectives and can sometimes be used to evade the killer. If you are using the perk well, you should be exhausted for a good chunk of the match you are in.
Dead hard as I said above only requires you to be injured to be able to use it. It also only requires the push of a button, the E key or whatever button on console. It makes me feel cheated to make a great mindgame only for the survivor to press a button and make it away.
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Considering there are 4 survivors to 1 killer, survivor perks should always be less impactful.
The problem this game has is that it was so poorly designed and balanced in 2016-2017 that survivors now only accept genuine second chance perks as good perks and they undervalue any other good perks.
Survivors often see perks from a different pov. Take old DS for example. A lot of people said “its just a 5 second stun” and thats all anybody ever saw so it didnt seem like a big issue. Then you player killer and realize just how much damage that extra chase did, especially if there was more than one.
The problem with survivor perks is that theh stack. This quick tap E for distance can be used every chase for every survivor. That results in about 12 extended chases for killer and if theres a lot in that area to work with it can be very damaging to the killers time.
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I can't remember when was last time somebody was running rancor, and nobody uses stridor other than spirits and adept nurses, so kind of dumb comparison. Deadhard is way overused imo, and it allows ppl to getaway with dumbest mistakes and punish killers with a push of button.Same goes pretty much for ds but thankfully it's getting nerfed.
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Dead Hard to Blight is as Spirit Burst to Legion.
It is beyond frustrating. I run into at least one DH per game who always uses it to dodge my lethal rushes and make me waste tons of time. They get away with so much because of how Blight HAS to lunge and can't just swing.
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Yeah, but most survivor mains will just say to 'git gud' or to 'bait it out lol' without realizing that there's little counterplay, if any to it if you know how to use it properly, to prolong the chase for 20-30 if not more seconds by which time at least 2 gens pop. Survivor queue times speak for themselves after all.
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Dead Hard for distance is annoying especially when used on long-loops like Ironworks Window, the silo thing on one of the farm maps, etc.
But something that especially annoys me is how it can be used to dead-hard THROUGH trapper's traps. Absolutely infuriating when you trap a long-loop and the survivor dead hard's over it, meaning as Trapper you're getting your leg caught if you want to pass without picking up and replacing the trap. So either way a ton of time is wasted.
I'm curious if it would be any better if it simply gave you endurance for the duration (Slightly longer than currently by like a second and a half, or 2 seconds) with no "Dash". (Being hit would inflict deep wound) AFAIK currently Dead Hard works by both giving you a short burst of speed and also completely deactivating your hitbox for the duration.
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No. This has to be a joke lmao. Dead Hard is one of the best if not the best exhaustion perks which is why so many people use it. There are ways to combat it by baiting people to use it or waiting a few seconds.
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That'd probably annoy killers even more, honestly. It'd be a proper 'third health state' in that case, which is what is being complained about, since you'd actually get the hit cooldown and the survivor gets the speed boost from being hit, in contrast to now, where the distance covered is minimal and the killer incurs the miss cooldown instead.
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How is it a joke? You just said it’s one of the best perks and many people use it, which normally comes from soemthing being too powerful.
You say there are ways to combat it, but if it was so easy to combat it wouldnt be one of the best perks nor would anyone be running it.
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Not to mention that people complained about third health states (for doing poorly) with Mettle of Man, if you remember that major problem.
A extra health state every 60 seconds would be unacceptable, you'd have to double the tier 3 cooldown to 120 seconds at minimum for this to even be tolerable.
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Its not too powerful its just useful for survivors to use, i could say BBQ and Chilli is powerful because many people use it, lets remove BBQ and because its not easy to combat.
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''Not easy to combat''
Ah yes, slipping into a locker is very difficult survivor gameplay.
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It's very easy to combat, if a survivor goes down you get to a locker. Also take away the bloodpoint bonus (which has no effect in game) and see how many people still use it.
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I have seen very good use of DH occasionally, but a lot of times the perk doesn't do much. All exhaustion perks extend the chases but the most annoying thing about DH is probably that you have to commit to chase for a while and get one hit before finding out they run DH. While you notice immediately they have SB and can decide not to chase this time.
To be honest, if the uses of DH were limited to once per hook state/ healt state, many players wouldn't even notice the difference and kept on deadharding into wall. But it would limit the value god loopers would get out of it. Maybe rework wouldn't be that bad afterall.
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