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Dead Hard should have a 2 Secs window where Survivors can't interact with pallets/windows
Title. 80% in Trials Good Survivors only use it for distance extending the loop NOT using it for the purpose of dodging a hit.
"Y0u CAn jUSt bAit it out"
Sure, if the Survivor is out in the open of a deadzone I'm fine with it extending the chase but using it to get to a another tile/window/pallet while undoing a mistake, no thanks. Using Dead Hard to undo a mistake while using for distance doesn't take account for the Devs belief that the better player always wins in a chase.
"Oh I just got mindgamed, I'll just Deadhard to that window teehee xD"
My Proposal is just treat it like being zapped by Doctor. Survivors who use it can't interact with a pallet/window for 2 secs.
"Survivors can only use it while injured so its Balanced"
That doesn't justify the 4 Survivors getting 2nd chances every chase that it can happen 12 times!
Well mostly I'm just ranting as rank reset stranded me in rank 1 and been getting only fellow survivors that were probably stranded too. This Weekend it's just nothing but Dead hard for distance every damn chase! I rather get Sprint burst than DH at this rate because Sprint burst can be countered by Killer powers while DH can Dodge every power.
Comments
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that's definitely one of the more interesting ideas i've heard for dead hard drawbacks. firstly because it doesn't intend to completely destroy the perk to the point it fully ceases to exist, it just wants to attack a specific usage of it.
i maybe wouldn't say 2 seconds, if only because i'm more inclined to say "the exact length of a normal killer missed attack cooldown", so that dead harding through an attack doesn't then make you get hit because the killer was ready before you were. also, shadow buff to unrelenting??
otherwise, i actually don't see any issue with this. this is super well thought out. have my upvote.
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Sure even 1 sec is fine, Just stop it being used to get another vault from from something like Shack window!
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Dead hard is like any other exhaustion perk (well 80% of them) to give you speed boost and that's it
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Head On is feeling left out in corner.
DH purpose should be only to dodging hit/power with the Iframes.
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I don't agree with that but I respect it
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No. No more trash perks, thx
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I’ve never had much issue with dead hard tbh. All that needs changing is dead Harding over traps
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Probably won't happen as if they do change that DH won't work on Beartraps, they'll have to change it that Hachets, Spears, Punishment, Chainsaws, and Electric shocks would always hit the survivor using Dead Hard.
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Or, you know? Just be used to the fact that chasing a survivor that's not exhausted means they have the perk available.
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Ruin shouldn't start regressing a gen until after five seconds of a gen being interrupted by a killer.
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Imo the most powerful perk for survivors right now, especially since it has taken DS's place and is now 3 or 4 times in a game. There is no counter against it if they use it to get to a pallet or window. It's so unrewarding if you mindgame someone but this survivor gets the pallet nonetheless.
There wasn't a problem when it was only like 1 time in a game and the others had SB/ Lithe (SB can be powerful as well if survivors 99 it) but in my last games at red ranks i've seen it so much, you waste so much time because of it. Sure it does nothing when you're in a deadzone but good survivors know how to abuse it.
People were afraid of new BT but there was not a single game that i've lost because of this perk since the buff. 12 seconds are not that much and you just have to expect it on anyone, then you're good. There are some situations where they run to a pallet or window after getting unhooked and you have to give them the hit, but those are rare and they have to waste time mending afterwards. Most of the survs still just run towards you and expect you to hit them, then they're baffled when you just wait out the timer.
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What if when they successfully dodge a hit with it, it would remove that downside. Rewards a well timed DH that way.
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I guess it could give the Incapacitated status effect temporarily whenever someone uses Dead Hard.
Post edited by glitchboi on0 -
I say just limit the number of times you can use dead hard. Put it on a token system. If you limit the number of times you can use it that makes it more skill based since the survivors have to think of when it's appropriate to use dead hard or not. Have the survivors question "should I use it now and risk a time in which I can use it later or should I save it and take a down?"
What makes me hesitant to this idea is that it sounds good on paper but It could be really bad in practice. You don't really want to destroy the perk. It needs some experimenting and testing to be approved.
Although I would prefer they fix dead hard so that people aren't exhausted on the ground when using it for its exact purpose. Do this first then change it.
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I mean it wouldn't really do anything since a survivor could just use dead hard earlier in a loop so by the time they reach the window or pallet they will be able to use them.
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Bad idea. That would make DH a much trashier perk. No thanks.
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Ya, let’s have what is essentially a self inflicted Doctor shock as a perk.
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How about we rework it so when a survivor presses the dead hard button they go to a cage of atonement.
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This would work, test it out in a PTB. If its bad scrap it and if its good, live servers here we come. Its just the amount of tokens you get per match? Maybe have it like a token for every gen completed?
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Dead Hard's intended purpose is generally recognised as an awful ability, it only buys you an extra 3 or 4 seconds in chase. DH could certainly use balance changes but making the already small survivor META even smaller is a bad idea.
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Just imagine playing with ruin + undying and corrupt and complain about dead hard haha
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I would say give the survivors 3 tokens by default. If that's too much make it 2 tokens.
I haven't decided if it would be good to use consecutively or one after the other with exhaustion.
I do know that if you run out of tokens then upu permanently have the exhaustion status effect so that you can't pair it with another exhaustion perks.
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DH is made exactly for getting the distance in the chase. Your idea is make DH, which will just "avoid" survivor taking a hit. In this game, where the basic attack doesnt work properly (mostly because a ping difference) its a terrible change to think about. Nobody would run that perk anymore.
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Missed attack cd is 2 secs
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oh cmon. There is a lot of good perks survivors never use because of meta. We should not only make current meta smaller, we must remove it completely to make suvivors use something else.
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What, so we nerf all good survivor perks so that they're forced to use something else? We nerf the perks that can actually be used consistently and effectively in matches instead of buffing the weak and situational ones?
If the devs do end up nerfing the half dozen decent perks that survivors currently have, I'm expecting that the 15+ good killer perks should also be nerfed then?
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Just imagine complaining about Ruin + Undying that was already nerfed while running DS + UB + DH.
See it can go around.
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Dang that actually rewards the Survivor for being skillful and adheres to the belief that the better player wins the chase. I'm all for it.
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Lucky Break and Slippery Meat were buffed to being good perks. I don't see them nearly being used than the Meta Survivor perks above.
Nothing will happen at the top 1% even if they buffed all weak and situational perks, It still gonna be like the image.
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This would make it unusuable for distance on short loops but if you're on a long loop you can just use your DH for distance earlier and it's still the same effect.
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How about it's just not making survivors invincible during dash :/
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That would ironically be a buff to ruin as it would let a killer use both pop and ruin to chase people off generators for insane amounts of regression.
So instant 25% regression followed by double passive regression!
It would make Ruin, Undying and, Pop like old forever freddy for everyone! Just imagine legion getting this!
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,,you fools, you have activated my trap card"
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ok, on the one hand you say the purpose is to dodge hits, on the other hand you say "Y0u CAn jUSt bAit it out". So extending a chase for like 2 sec is ok for you? wow. each other exhaustion perk extends the chase for like 20s if you don't mess it up, maybe even longer.
"Devs belief that the better player always wins in a chase" where did you find that one? and also would like to know if using balanced landing to get away from those hill or first floor gens is making you a better player than the killer. how is this different from dead hard?
and just for info: the "intended" hit dodging is currently not possible, you can't time the dodge with dedicated servers, everyone knows it. that's why they announced a remake incoming for this perk. maybe we should wait until we see what they plan for it. If you want a nerf like that, you also need a buff for its intended purpose like "press E to activate, lasts one second, if you get hit within 1 second you get an auto dodge"
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Except other can't be user whenever you want and got real requirement to be used.
Sprintburst give you lots of distance but make you waste time traveling anywhere if you want to keep it.
Lithe give you distance but force you to the next loop. If Lithe is up and you start running killer on a normal pallet loop, you either use it and go around or waste it around that pallet.
DH require you to be injured... That will always happen in a chase at some point. And you can use it anywhere when ever you want. The downside being you can't use it while you don't need it.
That like saying ''Ruin is not that strong when you think about it. It don't regress gens if there no more gens that some serious downside''
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I think the biggest value of Ruin is actually that you don't have to waste time kicking gens while giving survivors a massive headstart
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With their change you wouldn't have too either and you'd still get the massive stall opportunity.
Also kicking doesn't account for that much time in a match as you rarely do it. Its used for extra regression and gen pressure.
Also who keeps on saying its for saving time? That doesn't make sense and it was the old terrible and discredited argument for why surge shouldn't be buffed.
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We don't nerf good perks. We nerf overpowered and overused ones, like dead hard and iron will. A lot of perks need buffs of course, but no perk should be as strong as some from meta
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You can't use dead hard whenever u want every exhaustion perk has same cooldown after using sprint burst and lithe are both better than dead hard in my opinion because are much more reliable than dh and sprint burst and lithe waste more time to killer than dh because they gain distance advantage over killer which with dead hard u don't maybe u can gain distance to one pallet or window and that's just maybe if ur lucky
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Be me
*Chasing an injured survivor to out in the open, heading straight to a Cow Tree tile*
*Gets to lunging distance and survivor dead hards to Cow tree window.*
*Survivor now has access to a strong window and a safe pallet*
*A Gens pops in the distance.*
I guarantee that I'm not the only one who experience these things.
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*use sprint burst gain distance to safe loops, gen pops*
*vault window use lithe gain distance to safest loop*
*use smash hit stun killer gain speed boost to get away*
The point is every exhaustion perk has it's purpose and they're not overpowered whatsoever they are strong no doubt but not overpowered we really don't need another ######### perks
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So what now? I don't think I'm using any meta perks here, I still cant complain about Deadhard?
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So its either "Hahaha Meta build = no complaints" or "Git gud and use Meta builds so you can't complain noob"
Okay sure, whatever you say.
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How would this be trash exactly?
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Maybe I'm blind or living under a rock, Why would survivors who are clearly in upper skill levels bring a perk that barely works?
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Then why are you saying that it barely works if "it can apply in most situations".
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Good idea. Maybe also nerf sprint burst so after a survivor uses it they get the hindered status effect for 5 seconds or so. It makes sense logically to be a bit tired after putting on a burst of speed. The fact that survivors can continue to run around after a fast sprint is a bit ridiculous.
I agree though. Dead hard is OP.
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You contradict your own logic, as every Exhaustion perk can be used for distance, and that is their primary purpose.
Saying the survivor "made a mistake" and undid it by using Dead Hard means that they probably did not make a mistake and accounted for their ability to extend the loop using Dead Hard. I have very rarely seen a survivor make an actual critical mistake and completely fix it by using Dead Hard, and in those situations, it's only happened because the Dead Hard actually dodged a hit and then gotten them to a pallet.
Maybe if Lucky Break wasn't nerfed to basically a one time use or was instead just buffed to permanently remove blood at tier 3 people would actually use it, and Slippery Meat on its own is not good lol. Yikes.
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You forced to use sprint burst as soon as you run, making it good in early chase but useless against ranged killer.
if there no windows to vault and there no pallet to vault lithe is useless. Also ranged killer can still use power.
If killer respect pallet you not getting anything from smash hit
Dead hard require you to be injured. If you don't get injured the whole game, sure it useless but who care? that mean the killer never hit you during a chase. You get hit? now you get a distance boost on demand that also act as iframe. issues is you can use it as a third health state if you use it to gain distance and there no counter play from the killer. all power go through iframe and miss.
With all the video I saw from pro player and game I myself did, I never saw time dead hard failed when it come to gaining distance. no matter how much you blame server for lag Dh always give you speed unless you don't use it.
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That screenshot in the opening post is so painful...
3x Unbreakable in case of sluggers
3x Borrowed Time in case of campers
4x Decisive Strike in case of tunnellers
So much damage to gameplay...
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