dead hard is for bad survivors, prove me wrong
- they act greedy because of this safe distance perk
- jail free card from a outplay
- allow them to reach a loop they don't deserve to reach
- pressing E = outplay
- sometimes ruin the killer attack even while holding m1 because of autoaim
- use exhaustion add-ons/perk so they can't use dead hard and they can't loop for more than 20 seconds
- complain about being exhausted in post chat from your perks/add-ons.
Dead hard is the most unhealtiest perk (was the second before ds nerf) and rewards mistakes and helps survivors who shouldn't even be able to loop you for this long because of this perk.
Such a perk shouldn't exist in the first place.
And before you start all saying, oh he got a bad game with 4 dead hards and lost, I won, I am just tired to see this perk being so overrated when it rewards bad plays from survivors.
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Despite it being OP, I fear the outcome of nerfing/reworking this perk. For example, what if survivors resort to W meta or something?
Maybe I'm just paranoid, but eh whatever.
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A rework I thought of for the perk would be that instead of doing a dash and increasing the distance, change the animation to a parkour roll, and grant the Survivor invincibility until the roll's over. It'd require more skill because you'd need to time it, and it'd bring it back to the hit-dodging perk it was meant to be, instead of the "Press E to reset loop" perk it is.
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Dead Hard is basically an extra healthstate in chases. It is unhealthy for the game and way stronger than other exhaustion perks but most people seem to not realize it yet. People seem to prioritize one thing at a time. It was DS a while ago, these days it's Spirit. Maybe Dead Hard will be later down the line.
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Are we talking Dark Souls roll here?
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If that makes you know what a parkour roll is, then yes.
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Bad survivors don't know how to use Dead Hard though
That being said, relying on dead hard to do well is a detriment to one's skill - I do agree
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I agree, Dead Hard is an incredibly stupid perk and if I had the power I would most certainly nerf it or rework it into something else entirely but it's not just for bad survivors. I've seen really good survivors use this perk and it makes the already really good survivor players just that much more better in the chase. Because of how powerful it can be for distance in the hands of a good player they can make the chase last way longer for the Killer and get themselves out of bad spots where they would otherwise get hit.
If anything Dead Hard is for good players. There is a massive difference between a bad player using Dead Hard and a good one. But overall it doesn't take much skill to use, it just complements a good survivors looping skills.
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absolutely
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good survivors using dead hard can be a nightmare
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The only change dead hard needs is:
"You cannot drop a pallet or vault a window or a pallet for 2 seconds after using dead hard."
Now survivors can't greed pallets they should have dropped or get extra loops when they failed to evaluate the distance between killer and them.
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I mean, getting greedy is part of knowing how to use the perk. Good killers will call it out before it even happens, because they expect you to swing, and when you don't they are forced to drop the pallet, otherwise when you do swing they use that delay to get another loop out of it.
This is no different than when people are casually "walking" to try to bait a swing out of the killer, meanwhile they activate Sprint Burst to get away. It's much worse when they are in a safe location.
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Bloodlust is for bad killers too, and I don’t see you killers asking for removing it
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Or what if they already do the hold w meta and still use DH?
To the main question, yeah dh rewards greedy survivors, against good survivors dh is like a free health state, against normal players it's ok at best.
I personally think that the only nerf it deserves is that dh still allows them to throw the pallet, it shouldn't work like that.
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DH rewards a survivor for timing it right. SB is better in almost every scenario. If gives mass distance from the start, making you lose chase AND then you have to chase them down to find that person again or lose that person and just lost all pressure. If you time it right, you can make a killer whiff for extra distance and it makes pretty much any place safe as long as you have it on. DH has a lot of weaknesses.
Server latency, if you're in a dead area then you are still dead, some killers who have instant down can ignore DH if they use it first unlike SB, you don't get any distance if you use it immediately when you land due to the new stutter you get from high falls, range attacks can still hit you if you don't curve, you can DH AWAY from a loop that is rounded, losing distance in the process, a killer can block you in place by getting in front of you before you use it, making it useless, you can wait it out to get a hit, if they use it at a pallet for 1 extra loop, they have to throw the pallet for an insta-break for less defenses later and my favorite, exhausted on the ground even if you did time it right. SB counters.. Hope you get close enough before SB breaks the hit and lets them get away for free at all times. SB is a much better perk.
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Another DH whine post...as previously mentioned, SB is way better and Killers that already move 5-15% faster, can gain an additional 15% for doing nothing but stubbornly chasing the same person.
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You can not be proven wrong. Dead hard is basically technician for looping. It's for babies, but yet, seasoned survivors use it and act like they're outplayed killers by hitting E.
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Given that it solely exists to prevent infinite loops which the game still has a LOT of.
I doubt it will ever be removed as it would require the developers to actually fix most maps including a near complete rework of Haddonfield.
Blood lust was never added to make killer's easier, it was to make the game work with bad map design.
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I agree with this - except here's the thing, bloodlust exists because of bad map design. Something that has still not been rectified. Even more, I only ever proc bloodlust when an exhaustion perk is used. I'm all in favor of bloodlust being removed completely. So long as exhaustion is gutted so it no longer allows survivors to extend chases without actual skill.
You're also comparing a perk to a mechanic killers can't actually do anything about or choose not to use - especially if an exhaustion perk, again, was used to extend chase and causes bloodlust to proc.
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you described it perfectly, I think the same 100%
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100% this. I noticed I started to get infinitely better at chases/looping once I stopped relying on DH. Really made me think about how and why I was running certain ways rather than relying on my second chance to get out of harms way.
Plus, frees up a perk slot for more fun stuff!
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My only issue with stopping with using dead hard all together, is quite frankly - Dead Hard is one of few perks that can help you consistantly against some of the strongest killers in the game. Nurse in particular is really painful to go against with no exhaustion perk.
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