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What are your arguments FOR Dead Hard?
Comments
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I'm only for Dead Hard and its intended purpose which is a gimmick. By its intended purpose I'm talking about you try to time it right to dodge a killer hit. Not the ######### uncounterable against 75% of the killer roster version of it which is Dead hard for distance.
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I enjoy the thought process in saying that a cooldown on DH isn't a drawback. Or that only having access to it when you're injured isn't a valid condition.
This thread is pretty obviously a "gotcha" disguised as a legitimate debate.
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that's kind of just an aspect of being an exhaustion perk
do you think the forums wouldn't be a complete and utter firestorm if randomly in one patch they made dead hard's cd not tied to exhaustion
on injured note that's its 'not always ideal' aspect like sprint burst/lithe/balanced landing have, can get bypassed by instadowners but then on the flipside you could also just stay injured for the rest of the game afterwards to deny that
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I'm not exactly for Dead Hard, but I find Sprint Burst to be the perk that extends chases to the point where they may as well have a 3rd health state. When I play survivor DH is useless (I'm on last gen console) so it's Vigil + SB for me, constanting 99ing of it too. You can literally regain SB mid chase and it's so disgusting lol
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I'm against every exhaustion perk but head on that says a lot.
I personally dislike dead hard because most people use it for distance these days.
I would say either remove the iframes or remove the dash.
I call dh an error fix, because it literally helps people that mess up the most like a killer did a mindgame that actually was going to hit? Nah E to fix my mistake.
On that note I hate most hexes especially noed as a killer main and also hate boons.
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I don't have one. Dead hard basically is a get out of jail free card.
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Just removal of I-frame.
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"Dead Hard requires aim and timing" is the best joke I've heard on a while. It doesn't take more than 20 hours in this game to know how to DH to a pallet.
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smash hit deserves far less ire than head on given there's places in the game like several on rpd where there's unavoidable hallway lockers en route to the only hooks around (on distance note that's dead hard's better use: resetting a chase with a distance bump to another loop if done right)
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I would remove the ability to interact during a dh ,ie ready a window valt, and make it stop momentum.
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I'm for Dead Hard, because compared to most other Survivor Exhaustion perks, it both takes skill to use and it doesn't feel like it punishes you for running a structure well.
Sprint Burst doesn't take skill, and I'd argue it being stronger then Dead Hard because a good Sprint Burst user will not be caught in a bad position like... ever. Learning to 99% your Exhaustion is super easy to do.
Lithe feels like it punishes you for playing Vaults well. If you want to vault a good window to run, chances are you'll be wasting your exhaustion to do it.
Balanced Landing isn't a bad exhaustion perk, but Map RNG + the amount of available drop points on some maps make it a pain to run.
Smash Hit is good, but has the Lithe problem with strong pallets.
And Head On is hard to pull off mid-chase, and requires much more set up and Build Dedication.
Idk, I think Dead Hard is genuinely fine where it is, save for the things like Dead Hard over traps. Is it annoying? Sure, but when a chase gets extended for a long period of time because of it, I've usually seen it be due to the skill of the Survivors running it compared to the Killer. This isn't to say the Killers are bad by any means, but I think it boils down to map awareness and getting outplayed at loops. If someone Dead Hards for distance to get to a safe pallet that they then know how to link with other nearby structures, that's on the Survivor and their Skill. If they were in a good position in the first place to get amazing value out of the perk, then that's good on them.
Idk, I think the perk is genuinely really fair. Is it annoying? Sure, because it does feel like Pressing E to get another health state sometimes for Killer. But Dead Hard doesn't save you from Dead Zones or save you from being completely caught with your pants down. It's a perk you can bait out, and it's a perk that you might not even have to always deal with, since if you're insta-downing someone, they can't Dead Hard, and latency can screw up the perk and leave you exhausted on the ground. So... yeah, I think it's a solid Survivor perk that takes genuine skill on their side to get that amazing value out of that everyone talks about. You don't extend a chase for 30 more seconds+ with Dead Hard by being a complete mindless fool unless you're already in a relatively safe/safe loop- in which case they were in a good position already and it's a risk to take that chase. Basically, I think things like Dead Hard and Sprint Burst are both perks that can genuinely have a lot of skill behind them in the form of map awareness and understanding how to use them best, and I don't think that should be taken away from Survivors.
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I think its fine. For a couple of reasons. FIRST ONE BEING Its easy to counter you've just gotta remember which survivor has it and wait it out when you catch them out of position. Lot of survivors like to turn to you and use it to go the other direction and especially if you have blood lust you can just flick or turn around and lunge while they're using it and hit them as soon as it ends.
Next thing is it doesn't always work if you use it to try and dodge hits which is mostly their coding issue, but its not a guaranteed use if you use it for what it was originally intended for which is why now most people use it for the little distance it gives to make them safe in situations now.
Third reason being that a lot if not most or all killers have some sort of add on to make a survivor exhausted before they even have the chance to use dead hard in chase. SO it has counters and killers have the tools to stop it they just fall for it or get upset that the survivor was going to be hit but they pressed dead hard and now they're safe again. Its not a hard perk to counter and if they actually play survivor and use it they should know they just won't admit to it because they hate going against it.
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Derp Hards original intent was to dodge a killers attack. It does this really well. The issue is that most mid to high tier survivors abuse it to extend their distance while running, rather than simply dodge a hit. Very good survivors know when to use it near a pallet, but it's a perk that is easily exploited for different gains. Extending is much more suited to lithe.
A good killer always baits dead hard. Never lunge. Lunging is an act of desperation in an *attempt* to end the chase earlier.
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too free no condition 0 counter not fun and is too powerfull actually probably a perk that if erased from the game a lot of real issues are gone.
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"It's a good perk"
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I feel like a lot of later respondents didn't catch on that this is a thread for sharing your reasons you think Dead Hard IS okay lmao
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I actually forgot smash hit was a perk, yeah I think smash hit is more healthy than most exhaustion perks.
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think it's pretty awful design given how being hit through pallets is always going to be a thing to some extent + how easy it is to deny
i'd turn it into +stun duration or something but heyo
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Make it so u can't interact with windows and pallets for 5 sec after DH and it will be completely fine.
Currently it's perk that gives u value on demand if u compare it with other exhaustion perks.
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The thing with stun durations and bhvr is that if they change something a number, for some reason accounts will be perma banned and they will crash your pc forever.
The perk design makes sense but honestly only counters enduring users which for some reason people don't use anymore.
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'anti-pallet' builds were always massively overhyped and eventually people figured that out
that said enduring is a pretty scary thing for it to turn out a legion has and they know how to instadown you
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If done right it draws out more time from the killer, which you need all the time you can get. Better still, if done correctly the killer shouldn't waste more time chasing them... I've found more success in gen pressure when survivors literally start searching for me because they want to use their dead hard and get value. No clue why...
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90% of the times it's useless and/or predictable (and funny to see survivors smashing their head on a wall), the times where it's very useful it's extremely frustrating but it's rare.
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Honestly I like Dead Hard for the most part. It is a cool ability and produces some very montage worthy situations. Even thou I want to eat my keyboard every time somebody uses it in a very slick way.
That being said I have a single problem with that perk: A well calculated Dead Hard is okay. But every now and then that Dead Hard is only a "get out of jail for free" card for the survivor. Like, you played Shack with them, they messed up and you think: "Great I won the mindgame!" and then they Dead Hard and you are back to square one.
This feels bad. There is no calculation, no plan just "I messed up, so I press E." and this is frustrating. Just as frustating as being exhaused on the ground. You know that issue...
That said: Probs for every Dead Hard user that is brave and calculated. That perks makes for some amazing plays.
If anything I am sad that this is the only exhaustion perk you see on regular base. While the cool Dead Hards are nice I think that some varity in perks would be good too and this is hindered by Dead Hard just being the best.
So overall...Dead Hard has its problem but it is fine. The lack of competition from other perks is what makes it so problematic.
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Very curve perk.This must give survivor advantage in chase for example that run to pallet,but when survivor turn to killer run to killer and use dead hard and killer cant hit him i think its dishonest.Need to not nerf but rework this perk that it only help to drop chase but not use this ANTIHIT
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