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A Rework for Dead Hard, keeping it good for dodging hits but making it useless for distance

Bard
Bard Member Posts: 657
edited April 2021 in Feedback and Suggestions

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.

Post edited by Gay Myers (Luzi) on

Comments

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,144

    This make make deadhard the only useless exhaustion perk

  • Bard
    Bard Member Posts: 657
    edited April 2021

    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.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,144

    Everyother exhaustion perk is used for distance, why shouldn't deadhard be the same, it dosent work most of the time anyways

  • Ryan489x
    Ryan489x Member Posts: 1,522

    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.

  • unluckycombo
    unluckycombo Member Posts: 582

    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?

  • Bard
    Bard Member Posts: 657

    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.

  • KillerMain4Ever
    KillerMain4Ever Member Posts: 148

    As a killer main I'll just accept the fact they have dead hard if they accept the fact I run NOED

  • glitchboi
    glitchboi Member Posts: 6,025

    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!

  • Jasix
    Jasix Member Posts: 1,245

    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.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    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

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    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

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    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.

  • glitchboi
    glitchboi Member Posts: 6,025

    Maybe they could make it so it doesn't go towards one direction, giving more control for the survivor.

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    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.

  • Bumbus
    Bumbus Member Posts: 600

    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.

  • Harold_Shipman
    Harold_Shipman Member Posts: 737

    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.

  • Bard
    Bard Member Posts: 657

    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.

  • Bard
    Bard Member Posts: 657

    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.

  • Kira4Evr
    Kira4Evr Member Posts: 2,025

    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.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    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.