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Dead Hard is in dire need of a rework/nerf.

Canas
Canas Member Posts: 1,021
edited May 2021 in Feedback and Suggestions

I'm so tired of survivors abusing this broken perk to extend loops with seemingly indefinitely. But that's not even the worst part, the most appaling thing about it is how it completely counters Trapper's traps. Why on earth are survivors allowed to dash through these? Isn't Trapper already weak enough, why give survivors a perk that completely bypasses his only power?

The perk should be reworked to only tank a hit if timed correctly, the dash NEEDS to go - period. I don't think David is actually known for evading attacks, he looks more like someone who tanks them before dealing out some justice of his own. Just get rid of this godforsaken dash.

Post edited by Mandy on
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Comments

  •  Antares2332
    Antares2332 Member Posts: 1,088

    I agree that this perk needs a change, but what is your idea..?

  • WeenieDog
    WeenieDog Member Posts: 2,184

    I think at this point, DH is perk that only really affects older m1 killers. All of the newer killers have some kind of anti loop option that makes DH less impactful IMO.

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,877
    edited May 2021

    Rework, maybe. Nerf, no.

    DH isn't terribly effective. It gives you greater accessibility at the cost of less ground covered. The reason why it's so maligned is beecauseeit's very in-your-face, while perks like sprintburst or lithe are much more subtle but give you greater value. It'll help you get a few extra loops, but not as much as lithe, balanced landing, or sprintburst will. It's cocky, it's annoying, it's Matthew McConaughey, but it doesn't back it up with much.

  • Canas
    Canas Member Posts: 1,021

    Well my idea is pretty much in the original post, all I want is to turn it into Mettle of Man for maybe one second once a survivor presses the action key. The killer would get no notification of it actually being activated so there's still plenty of mindgame potential left.

    I sure would love to have bloodlust at a mere button press.

  • Venzhas
    Venzhas Member Posts: 684
    edited May 2021

    For god sake leave the survs perks alone

  • TheArbiter
    TheArbiter Member Posts: 2,615

    I wish it would just give you a few invincibility frames instead of propelling you forward. 9/10 times the survivors who use it only want to extend themselves to a loop when the original intent of the perk was to essentially be a protection hit im pretty sure.

  • glitchboi
    glitchboi Member Posts: 6,023

    I want DH changed, but I'm scared of the outcome of nerfing it. Like, what if it's the one perk that keeps the game's balance intact? What if the only thing people do after DH gets nerfed is predrop W or being immersed? I know there's lots of killers that can counter W meta, but y'know.

    I'm probably just paranoid.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    Honestly no I think the opposite. Aside from Trickster Twins, Blight, PH and Slinger are all very heavily punished for missing their power. Victor gets kicked, blight juices up again, PH miss animation takes years, slinger has to reload. If anything DH is more effective against the newer killers.

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    That is why I as a killer main despised the pallet bug. It gave us a glimpse of the immersed predrop hold W meta and those were some of my least enjoyable matches as killer.

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723

    Dead Hard is fine. I face that and SB almost every match with not much of an issue.

  • justbecause
    justbecause Member Posts: 1,521

    Wow broken perk?because it's actually good perk it's broken right... Nerf pls as if we actually have any powerful perks left lmao anyway one of devs are said on their stream nothing is wrong with dead hard so don't expect it

  • glitchboi
    glitchboi Member Posts: 6,023

    Yeah I agree, the pallet bug made me play a lot less because of how boring it made games :/

  • Ivaldi
    Ivaldi Member Posts: 977

    "Dont loop around shack".. yeah because you know the iron grasp+ agitation combo that almost every trapper and myers runs doesn't exist.

  • Ivaldi
    Ivaldi Member Posts: 977

    I love how people are complaining about Dead Hard but yet Smash Hit (a perk that literally ends any chase) no ones complained about yet.

  • Seanzu
    Seanzu Member Posts: 7,526

    I like playing against dead hard :)

  • WeenieDog
    WeenieDog Member Posts: 2,184
    edited May 2021

    The reason I say this is because their abilities have range, and it makes the survivors have to wager whether or not you'll throw it out. If they misjudge, they put themselves in a very predictable forward motion. It's not as predictable as seeing/hearing the swing animation, then hit E to pallet.

    -Deathslinger can still just flash his ADS, you aren't forced to commit to a shot. If they throw it down, at a long wall, you can chase them normally and spear them as they turn the corner. If it's a short one you can shoot them in animation, then just creep around the side for an m1.

    -Victor can lunge over pallets, and has some extended damage frames so he can down them through DH. He also can use his 150% to run up and hug survivors.

    -PH still has his 50/50s at pallets, and a DH can line you up for an easy down.

    -Blight doesn't have a way to directly hit on the loop like the others (well, not counting the flick), but he can force down pallets and quickly catch up with his dash minimizing any distance gained by the DH to pallet strat.

    Compared to a killer like Pig, who doesn't have anything once the survivors figure out her double back gimmick.

    Sure, it's not 100%, but the option to do it puts DH a bit lower on the obnoxious meter than older ones that don't.

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723

    Iron Grasp is literal garbage. Agitation gives you much more leeway to go to hooks plus you can outrun a survivor and whack them. Using them together is a wasted perk slot.

  • MonsterInMyMind
    MonsterInMyMind Member Posts: 2,744
    edited May 2021

    Dead hard a perk that is a coin flip if it works literally a 50/50 needs a nerf in your opinion oh boy. How about this when they make it so its no longer a 50/50 on dedicated servers then we can discuss changing it but until then literally just wait and don't get to antsy to swing its not rocket science to counter it.

  • legacycolt
    legacycolt Member Posts: 1,684

    Well, I’m just gonna use sprint burst then. Good luck catching me :)

  • hiken
    hiken Member Posts: 1,188

    Dead hard is one of teh few things wich can help u surviving a bit against strong killers abilities like nurse, spirit, huntress, Plague, oni, etc... without that you would be in a very tough position against strong killer powers...

  • th3
    th3 Member Posts: 1,845

    Sprint burst would be the next big thing killers complain about as being very boring.

  • DistortedDream
    DistortedDream Member Posts: 672

    Although Dead Hard is very annoying to go against, I think the perk is fine the way it is.

  • Ivaldi
    Ivaldi Member Posts: 977

    Dont worry. Once they complain enough and get DH nerfed, they'll be coming after Object of Obsession again, then Sprint Burst/Lithe and eventually DS again.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    i think the problematic part about Dead Hard isnt its effect, but the activation requirement behind it.


    Think about it, every Exhaustion Perk is ment to cover a certain scenario, a specific nieche: Lithe for fastvaults, Balanced Landing for dropping off of things, Smash Hit for Pallet Stuns, Head On for hiding in Lockers and Sprint Burst for the beginning of a chase (doesnt really have much of an activation requirement, therefore comes with the drawback of not allowing you to run outside of chases without wasting the Perk).

    but what does Dead Hard have?

    its "requirement" is that you are injured. being injured however is something that is guaranteed to happen once each chase (unless its your very first chase and you get oneshot - afterwards you have "fullfilled" the "requirement" for the rest of the trial though). So its basically given to be active every time the killer chases someone without the Survivor having to do anything for it.

    And not only does the Survivor not have to do anything to get it active and can play the game just as they would always do, it also activates whenever the Survivor screws up. With other words, its a direct reward for failure, something that, funnily enough, is always used as an argument against Hex: No One Escapes Death. Now i dont want to dip into that whole "Us VS Them" mentality here, i just found it a bit ironic.

    okay, so what if it doesnt require the Survivor to perform any specific action, Sprint Burst doesnt do that either, so why is it a problem with Dead Hard?

    well, the main difference is, that Sprint Burst isnt as "for free" as many say it is. For a Survivor to Sprint Burst away from the Killer, they had to not run prior to their encounter, otherwise they'd be at risk of being exhausted when the Killer finds them, leading to them not having any Exhaustion Perk at all. With other words, the Survivor trades their ability to quickly traverse the map for a headstart in chases. Or they trade their headstart in chases for quicker map traversal. Dead Hard doesnt have any such downside to it, you can just use it whenever you please, as long as you havent just used it before and are still exhausted ofc.

    and there is the second striking difference between the two: Dead Hard is activatable at will. The Survivor can actively choose to activate Dead Hard at any point in a chase. This leads to the Perk being much more controllable than a Sprint Burst, much more accessable. like i said before, Sprint Burst only covers the very beginning of a chase, Dead Hard on the other hand allows its user to use it at any point they fear they might have screwed up.

    Scott just made a video about that, where he covers why Dead Hard is so much more hated than Sprint Burst is (i recommend you watch it if you havent already) and its because of exactly that. Survivors use Dead Hard to cover up their mistakes, which means the Killer puts a lot of work into his chase and the Survivor can just negate all of it by pressing E. Thats why it feels so unfair for the Killer, which i can absolutely understand and back up.

    and because i know someone is going to bring this up:

    yes, 99%ed Sprint Burst exists. This effecively gets rid of the Perks uncontrolability and allows its user to use it very similar to how they would use Dead Hard. However, there is one big difference: The Survivor is forced to no longer participate in the trial in any way that would be useful to the team and instead needs to be the one being chased. As soon as they start any action, such as repairing a gen or just simply walking, they would once again fall back to Sprint Burst being a headstart Perk. So when the Killer knows they have Sprint Burst and sees them begging for attention, they can basically hardcounter the 99%ed Sprint Burst by ignoring the Survivor and instead focussing on the others, leaving them with two Survivors not on gens.

    So in short: Dead Hard is a Survivor Perk that activates uppon failure and is commonly used to then prevent a second failure for absolutely no cost on the Survivors side.

    or, in reverse, its a Perk that activates uppon the Killer doing well and then punishes the Killer for doing well a second time without the Survivor having to put much into it.

    It turns any chase from outplay survivor -> hit, outplay survivor again -> down into outplay survivor -> hit, outplay survivor again -> use up Dead Hard, outplay survivor again again -> down, pretty much a third health state at that point - for absolutely zero cost on the survivor side of things.

    Additionally it promotes some very annoying playstyles where that bonus health state basically makes it so Survivors never have to heal and instead can just immediately jump on gens, as being injured is actually much stronger than being healthy in todays meta (thats not soley the fault of DH, but its one of the main reasons for it).


    so, long wall of text above, but what was i trying to get at?

    TL;DR: Dead Hard as a Perk needs to be given an actual nieche to cover, much like all the other Exhaustion Perks already do. Either that or it needs to have an significant downside to it that balances out the very strong effect it gives.

    I think the best way of doing so would be to completely scrap the current activation requirement of being injured and replacing it with something entirely new that makes the activation of the Perk more predictable for killers and less free for Survivors.

    My first idea would be to make it so the Perk activates uppon being X seconds in a chase without being hit. This would cover the whole "being injured is just as, if not stronger than being healthy" point, the "DH being activatable at any point in time" point, aswell as the "Survivors dont have to do anything to "earn" DH" point by making the Perk a late chase Perk that can be used to keep up your momentum after you already did a good job at keeping the Killer at bay, aswell as giving the Killer a way of avoiding the Perk by not sticking with chases for too long. Thats just an idea though.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,248

    Of course. Because Survivors would sit on the Gen until the last moment possible, just to Sprint Burst away into safety. (Which I find more annoying than someone using Dead Hard for distance) IMO Sprint Burst is the better Perk, because if you 99 it, you can use it everywhere and make it to a Pallet. While Dead Hard can only be used for a little bit of distance, which is meaningless if nothing is around.

    However, I use Dead Hard, because I just dont like Sprint Burst, lol.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    Funny cause I only get bloodlust after DH is used during chase. They can both go if its on me.

    Just bait it out? Yea just do bones, just face the wall to not get blinded and just pick up your item again if Franklins bother you. That logic can be applied everywhere.

    And as for your auto aim on killers? It makes you miss more than hit and frankly, 99% of killers are asking for a setting to turn it off cause it makes you aim into wall instead of survivor during vaulting animation sometimes.

    And as for predicting hits or whatever was that? From killers POV hits look normal, its latency issue and not something people have control over

    That said, DH cannot be reworked without being nerfed to the ground or even buffed in some aspect so we should probably keep it as it is.

  • nursewannabe
    nursewannabe Member Posts: 1,075

    That would render it completely useless. Even if used "as intended" by dodging a hit, if you're in the open you'll still go down within a couple of seconds. If you're in a jungle gym and find yourself unable to do anything, you'll still go down.

    Dead hard is fine.

  • TheMadCat
    TheMadCat Member Posts: 2,203

    How many times did you see it?

    Outside of the very first day of the All-Kill chapter release, where people did Adept on Yun-Jin, I never see Smash Hit in my lobbies.

  • Pukenplag
    Pukenplag Member Posts: 1,454

    I would be fine. 90% of the time when I use it I become exausted, get hit, and my exaustion goes away in a milisecond.

  • yeet
    yeet Member Posts: 1,832

    people who say "just bait it out" don't realize how dead hard is actually used, when used correctly dead hard has no adequate counters, it's a free health state

  • nursewannabe
    nursewannabe Member Posts: 1,075

    Imho this would've worked better as counterexample if you used bloodlust instead

  • th3
    th3 Member Posts: 1,845

    About a month ago I had a full 4 man using sprint burst and that was way more aggravating than dead hards. All they did was leave gens the moment they heard my terror radius. I only won because of a 3 gen but barely. It took so much pressure away when they would just sprint burst away and I don’t want that to be the meta of dead hard gets nerfed. Mainly because then killers will complain about that.

  • Squirrel_Thicc
    Squirrel_Thicc Member Posts: 2,677

    I never trust the opinion of someone who thinks the issue with dead hard is just baiting hits. Dead hard acts as a literal 3rd health state and completley undoes any mistakes the survivors do. Nobody complains about whiffing cause of dead hard, dh for distance is the issue.

    And no, dead hard for distance is absolutely nothing like bloodlust. Bloodlust helps the killers catch up to survivors, dead hard can instantly increase the time of chase by significantly longer by pressing one button.

  • Szarman
    Szarman Member Posts: 247

    In my opinion Dead Hard is fine, shouldnt get changed.

  • FreddysMain
    FreddysMain Member Posts: 289

    I don't have a problem with Dead Hard, i play survivor and killer i main killer but honestly DH is good how it is.

    Just wait until the survivor uses DH before you try to swing for them if you play both sides sometimes you can tell when they are about to use it.

  • Mister_Holdout
    Mister_Holdout Member Posts: 3,144

    Go back and compare the old maps with the current maps. You'll notice a big difference.

  • danielmaster87
    danielmaster87 Member Posts: 9,371

    Maps had god loops, then they got removed, then they got added back via breakable walls. They're worse now than before the remasters.

  • GargledFire
    GargledFire Member Posts: 83

    Dead hard gives you like 2 or 3 meters of distance... People overexaggerate. And I never said "bait it out" because there are situations where you can't. That's why you don't follow survivors like a lost puppy and think about where they are headed IF they could dead hard.

    Bloodlust is free distance in chase for doing nothing, dead hard is free distance in chase for staying injured and using a perk slot. Killers don't even have to press a button to decrease the time of chase against a good survivor who can loop. Bloodlust is ensuring free hits eventually, dead hard is avoiding free hits.

    Get juiced for 15 seconds to outplay!

  • Squirrel_Thicc
    Squirrel_Thicc Member Posts: 2,677

    Bloodlust take several seconds to even begin to activate, and it doesn't give the killer a free hit. All it does is help the killers catch up faster. And bloodlust has counter play, if you pre drop pallets or if you're just at a really strong loop it doesn't really do anything.

    Dead hard has no counter play. If someone dead hards to a pallet there's nothing you can do in that situation to down them, therefore instantly increasing the chase duration. And you're right, it doesn't give a lot of distance. But it gives enough to extend a chase by an absurdly long time.

  • Toblerone007
    Toblerone007 Member Posts: 598

    Sprint burst is better than dead hard too. Maybe not as fun as dead hard from a survivor perspective but so much more versatile and powerful. I think it's the vibe dead hard gives that makes it a hot topic. It's just an obnoxious good perk. I love it. Killers hate it. I understand why they hate it though.

  • Sweet_Potato
    Sweet_Potato Member Posts: 213

    Dead Hard should be nerfed. Immidiately after the urgent Bamboozle nerf.