http://dbd.game/killswitch
A Rework for Dead Hard, keeping it good for dodging hits but making it useless for distance
Activatable Perk
You can take a beating.
While injured, tap into your adrenaline bank to brace for impact.
- Press the active ability button while sprinting to stand your ground and brace for impact.
- Causes you to stop moving for 0.5 seconds and gain the Endurance status for that time.
- Your model will flash white when the effect lapses.
- Successfully ignoring an instance of damage will remove the movement restriction and increase the strength of the post-hit speed boost received from that damage, allowing you to move at 200% speed for 3 seconds.
Causes Exhaustion for 60/50/40 seconds.
Dead Hard cannot be used while Exhausted.
Comments
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This make make deadhard the only useless exhaustion perk
4 -
That's what killer mains want.
The problem with trying to nerf dead hard is that no matter how you do so, it's probably going to end up useless.
5 -
For bad players? Absolutely, and that is 100% a good thing.
For good players? No. If you were previously able to use it for anything other than dashing to a pallet, this is a buff.
Dead Hard is a difficult perk to use. If you balance it such that any idiot with a keyboard can use it and get value, it's going to be completely and utterly disgusting when used by somebody with a brain, as is blatantly obvious by the current state of the perk.
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Everyother exhaustion perk is used for distance, why shouldn't deadhard be the same, it dosent work most of the time anyways
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you answered your own question. Because every other exhaustion perk is used for distance. That's fine but if you want to used it for distance it shouldn't absorb hits and let you run over any set traps without setting them off.
it would still do what everyone uses it for just without the speed burst.
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Uh, wouldn't this give you exhaustion plus a bleed out because of the endurance status effect? (As, if I remember correctly, it's the same as BT/Purple 'Insta-Heals').
Also, while I agree Dead Hard needs a change, I don't think this is necessarily the way to do it. Personally, when I use it, unless I'm using it for distance, it's something you get hit through quite a bit, and I feel like this would kinda just... cause the same effect, where you would be hit through something you *felt like* you got off successfully. Especially with how short the time is. (Which is kinda the issue with trying to change Dead Hard- it can be a bit inconsistent when dodging hits, and it's a perk that's already super easy for a Survivor to absolutely screw up on their end.)
Plus, if I understood this correctly, the distance would only come from the hit- but if you don't get hit, then would you still get exhausted? Because that would be extremely punishing in itself. (Heck, at least if I waste my Dead Hard now because I forgot I had an E key, I get a little distance...) But on the flip side, if it doesn't, then... what's to stop a Survivor from just spamming it until the Killer hits them? A prayer?
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Nope. Endurance just means you ignore damage. It has nothing to do with Deep Wounds, it's just that most endurance effects have Deep Wounds as a tie-in.
Standalone Endurance looks like Mettle of Man.
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As a killer main I'll just accept the fact they have dead hard if they accept the fact I run NOED
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I'm not sure about this one, it seems kind of odd. How about just make it an instant-activation perk that activates when a killer lunges at the survivor at a particular distance without needing to press anything, and counterable by going close to the survivor and hitting them?
Just make it one-time use and bam, you got yourself a balanced version of DH!
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I find it funny all the killers on the forums who are afraid of Deadhard. I would much rather a survivor have Deadhard than Lithe as a killer.
I don't think DH needs any changes - and no - I don't use it on survivor unless it's a challenge.
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Personally i would make it so dead hard gives you the doctors shock effect for like 2,5 seconds.
So after you dead hard you can't vault or throw pallets for 2,5 seconds. If the killer misses their swing you can throw the pallet before they can swing again.
And while it could still be used for distance you need to do it in advance which allows killers to abandon the chase instead of having to do the entire chase and then be denied by dead hard. It will actually require some forethought and a brain
Imo best fix for dead hard
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Funny thing is that having it activate automatically would be a huge nerf. Killers would wait right before you can throw the pallet to swing causing you to dart past the pallet and allowing the killer to body block it before you can go back to throw it.
It's funny how a automatic miss is weaker then a meter distance whenever you want it but it just is in this game
1 -
I say just put it on a token system. 3 tokens that can possibly be used consecutively (I haven't decided which is best yet) After the tokens are consumed they permanently have the exhaustion status effect and can't be used if already exhausted
I feel like this change makes it more skill based.
2 -
That could work too, maybe.
0 -
Maybe they could make it so it doesn't go towards one direction, giving more control for the survivor.
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Wdym "this is a buff for good players"? This is overall a disgustingly huge nerf. Good players will face decent people like 99% of the time. And it's really easy to figure out who has Dead Hard, and then it's just to bait it out. And if you previously were able to use it for anything, you'll probably not be able to use it at all because 0.5 seconds is nothing. It will be easier than ever to bait it out.
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The only thing I want to change about Dead Hard right now is the ability to dash into wall and dodge killer's hit without any indication. I don't think that it should work like that, if you are dead harding - look like you are dead harding.
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So delay the killer for 0.5 seconds and then a free hit? Killers will just not hit you when you stop moving? This would be the single worst perk in the game.
2 -
If you use it wrong, you die.
If you use it right, you ignore a hit and open a massive gap.
An actual risk-reward perk, rather than a pure brain-dead reward.
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Because if you use the perk to block a hit, it's much, much better than the current one.
It's only worse if you're one of the trash players who uses it for distance right now.
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Still, 0.5 is nothing. It will be extremely easy to bait. So no, it's not "much much better", it's much much worse.
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I really like this idea.
You would have to actually use something resembling skill to get huge amounts of benefit from it.
I love the idea of the survivors having to actually time it right as opposed to using it to reach the exit gates right in front of me when I should've gotten that hit.
0