The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Fixed dead hard is officially the most annoying thing in this game
Im sorry but now its impossible to counter unless the survivor panics, which is absolute crap.
Now any compitent survivor can wait as long as they want and always extend chase with dead hard because you cant ever be hit through it. Its a lose lose situation, you miss 100 percent of the time, and the survivor gets to the next loop 100 percent of the time. There isnt any baiting it out anymore. And it shouldnt negate hits anymore, but instead put the survivor in deep wound if hit, and be given the hindered if they arent hit. Survivors have way too many second chances and its so abusable now ive been sent to ormond and the game almost every trial, with all the survivors running ds, dead hard, bt, unbreakable, and some boons. None of them were good in chase without it all either. Its just really sad at this point
Comments
-
You're not meant to be hit through Dead Hard (outside of using something ranged to hit them at the end of the dash, which I heartily recommend, it's very satisfying), and you absolutely can bait it out still because nothing about baiting Dead Hard has changed, I'm not sure where you're getting that from.
21 -
Yknow, a fix to Dead Hard doesnt mean you should pretend the perk doesnt exist anymore, in the open you can still bait it out and the itll still be used to gain distance anyway
The real strength of the perk has remained unchanged
0 -
What i mean is that survivors will wait until you are in the swinging action, then they use it and can not be hit.
6 -
Hmm, well I'm going to hop on and check it out, but if it means that Deadhard can be used to avoid a Killers non-lunge Swing (based on the start of the animation on the Survivors client) while the Killer is standing right behind them then that is utter BS as unlike all other Exhaustion Perks the Killer isn't able to assess if continuing the chase is worth it. They just have to get to the point they could have hit the Survivor, get met with E gameplay, and then eat their attack cooldown.
However this would mean that Unrelenting could become a more meta Perk, (If it actually had some other QoL stuff added to it...)
3 -
people got used to the dead hard post servers, people dont remember how dead hard used to work originally (wich literally was so good that you could react to killer swing, it was that good) the problem is that killers gets the hit and the scream ( thats wrong cause its desorientating getting the hit and the scream still no down or injured and taht should be fixed.)
6 -
It is still best used when used for distance. Which did not change at all. It just works as it should work.
1 -
Agreed. The invalidation mechanic could use improvement in terms of feedback to the killer that their hit was invalidated.
4 -
While this is true and I agree that the Killer should not get any Feedback, it will probably not happen. Because this is how BHVR handles this, you get instant feedback, without any delay. If they would add an delay, this would apply to everything and this might feel really bad.
Killers need to accept that it only counts as a Hit if the Health State changes and not when the Survivor screams. When I play Killer and I get validated (which only happened on Pallets so far and not really often), I am like "eh, whatever", because I know it should not have hit, regardless if I got this feedback or not.
2 -
Yes, you aren't supposed to be hit through dead hard, but getting your hits invalidated while you are playing properly is rather annoying. I played multiple games today where it really punished me because my hit got refunded. They did this a while ago with pallets. Rather than invalidating hits they should be fixing their server desync that has been a horrible part of the game for years
2 -
Nah, I like to know just how robbed I was. If it just pretended I missed, I would be more disappointed.
1 -
This "fix" just shows the problems with the perk.
Deadhard should only be used to extend chases or only used to dodge damage, not both. The combination makes the perk grossly overpowered compared to other exhauation perks.
8 -
Why hasn't BHVR made grabs server sided yet? I can't wait to see survivors yoinked back in time to get put on a killers shoulder RE the pallet and dead hard changes
4 -
Why did nobody complain about DH back then before Dedicated Servers? It worked exactly like that before, still nobody complained.
2 -
I did.
Lots of people did. There was just more egregious BS garbage than DH at the time.
(Mettle of Man for example)
13 -
Dead hard is what everyone uses for a reason.
I use it.
Shits broken and needs a nerf, if you aren't using it you are pretty much playing for fun because it's that broken.
0 -
This is so wrong. I don't use an exhaustion perk but if I do, its sprint burst. Which is 10x better and stronger than dead hard. It can be used mid chase, 99d, can be used in any health state and gives you a 3s head start off the hook.
0 -
It's not stronger. If u time it then u are walking and if u walk u don't repair gens. If you want to time it on 99 then again u don't repair gens or do anything helpful. U are running in circles and trying to get killer attention.
So please stop this BS about how sprint is better.
DH doesn't have downsides. U can run as much as u want, repair or do whatever you want and still won't be exhausted. Just by picking Dh u already win time.
4 -
I don't use it because Sprint Burst is king. I always used it with Vigil and now with the recent buffs to Vigil I have it 99ed all. the. time. So much better than DH, I use SB at the start of the chase then recover it in the middle of chase and get to use it again. I'm glad most people default to DH instead of learning how to manage SB coz I don't want that to cop cries for nerfs XD
0 -
I mean, you can have your preference... But he isn't wrong.
2 -
Flick your camera up to fake lunge and bait the dead hard. You have to put survivors into a situation where they WILL panic.
0 -
Why would you want to 99 sprint burst on a gen? You 99 during a chase so you can use it twice in one chase. Once off the gen and once during after you've 99d it. Dead hard can be used once youve already been caught with an m1/2 which means you're already in a 3s proximity to the killer.
0 -
Pretty sure it was the most annoying perk in the game long before this patch
0 -
It's not preference, He's just wrong. Why do you think competitive runners grab SB over DH? Dead hard can be baited and it can only be used once you're already in a terrible situation. With sprint burst you're not getting into situations where you need to iframe a swing or short stop into a pallet. You also get more than double the distance off sprint burst.
Dead hard makes for sweet memey outplays, thats about it.
0 -
It honestly wasn't, to me. I was a DS hater. But survivor validation really puts me into a tantrum state!
0 -
U want to tell me killer can't catch u while u walk for 40 sec during chase? Nice fairytale.
4 -
Really? Old DS was annoying but nothing feels as unfair as DH imo, not even close
3 -
Dead Hard now leaves the same feeling as pallets after hit validation was added. They felt awful at first but once you got used to it and survivors started to get more greedy and I still got hits at pallets. Also now survivors can not complain about this anymore: The game clearly preferes their action now, they know what they are doing.
That said, I had a few games yesterday and only in one I got a Dead Hard where I heared a scream and the survivor was not wounded. Confusing for sure but then I remembered. Also I could still bait a Dead Hard.
I prefere a Dead Hard over a Sprintburst 9/10 times. When you play Ghostface Sprint Burst ruins your game while Dead Hard is just not there most of the time. When you play Cenobite you have chains and can try to get them chained or they try to Dead Hard the chain and miss the timing 9/10 times...Sprint Brust thou? Well, good luck your survivor is already on the next tile...
Not to say that Dead Hard is weak, it is a top tier perk for sure. Just that Sprintbrust is far more annoying to me.
0 -
My chases tend to last longer than a minute. But lets just go through it.
lets say I have a TL, into 4 lane, into long wall. Run TL into 4 lane, walk to window and vault (5s of walking) 4 lane into long wall, vault window, wait for terror radius (5s walking) Loops back to 4 lane, vault window, walk for (3s) Drop pallet at 4 lane (3s) I'm now at 16s dropping one pallet. Play long wall, Vault window until entity blocker, 5s waiting each time. Sprint burst is now up and I can skip the unsafe tile on my way to another strong loop.
0 -
Double posted.
0 -
Yes, it works similar to pallet hit validation now - I've had multiple survivors abuse DH today by standing directly in front of me waiting for me to do a standing swing at them, only to DH directly into me and passed me and keep moving.
I'll be honest, in most cases it doesn't buy them too much time, but its still really annoying and looks glitchy af.
0 -
It's not survivor validation, it's server validation. It went from Killer validation (I'm guessing as hold over from when Killers hosted the matches) to now being neither killer nor survivor sided but server sided.
Previously, Dead Hard's invulnerability was calculated on the Killer's client, which led to survivors needing to anticipate the killer's swing to an unreasonable degree in order for it to work. With hit validation, the server will decide if the hit would have landed and reject it if Dead Hard was active without relying on the Killer's client.
About the feedback mechanic, I meant that people are not realizing their hits were invalidated and looking around to see the survivor is gone - because they hear the scream and assumed it hit. There should be better feedback that your hit was invalidated. I don't know if it should be a sound cue or what, but something that would help Killers to realize what happened so they don't lose even more distance.
0 -
Yeah, survivors should scream and go into dying state when confirmed from sever. This would eliminate the confusion. But maybe it is not so easy to implement, because there is a different animation and logic happening if you miss a hit vs if you hit successfully.
0 -
Maybe there shouldn't be any feedback, so we don't stop looking for survivor, while he is just running away?
It's not that big deal for pallet stun -> still annoying af, but you can see him. That's not always true for DH.
My first reflex is turn around to prevent flashlight and pick up, which I am gonna lose quite a lot of distance, before I notice survivor didn't care about my hit.
I don't care about fixing DH. I care that they are not able to fix an issue and they make it more regular thing instead...
3 -
Those are rookie numbers...
0 -
truth.
0 -
Yes, that is how Dead Hard is supposed to work. When they do that, they are supposed to dodge the hit. The only reason that didn't happen before was because of desync, which is why they fixed it.
You aren't meant to hit them in that scenario, it's literally what the perk is designed for.
0 -
Which is why its really annoying and unhealthy. Anyone who uses it basically has 3 health states for free
1 -
But that's not changed. It's how Dead Hard worked before, it's just sometimes the survivor would be screwed out of using it because of desync. You were never supposed to be able to hit them through it, that's such a weird complaint to make.
1 -
It's entirely possible to do it from the server, they've mentioned that they just don't want to do it because it doesn't "feel" right not to have instant feedback from a "potential" hit on the client's side. Which IMO is kinda tone-deaf given the entire reason people are suggesting server-side screams is because at the moment the feedback can feel jank at higher pings. Like even in IRL reactions to "hits" are not quite instant outside of the physical component.
Start with server-side screams, and then try to figure out the blood.
3 -
The survivor still needs to time it. They can't negate a hit that occurs on their screen.
0 -
Thats not what im complaining about, im complaining about how now after the fix you dont have to actually care or worry about timing it correctly, just use it for distance or when the killer swings at you.
0 -
Using it for distance hasn't changed at all, and how on earth is waiting for the killer to swing not timing it correctly? The whole problem before was that timing it correctly from their screen wasn't good enough because the hit validation only cared about what was on the killer's screen.
DH can be baited if it's used to dodge a hit, which is what this fixed so more people are gonna try to use it that way. DH for distance hasn't changed at all.
1 -
What I'm getting annoyed with is getting a hit blade wipe animation on a screaming survivor and then I'm stuck with this long animation while it confirms deadhard and they get away as if it didn't happen. Meanwhile I'm 110% killer. BHVR?!?!?!
0 -
Yeah. It's really nice to know that they're getting the Dead Hard distance + any additional distance they get from holding Shift-W while you're cooling down :D
If your ping is inferior, it's like they have a mini Sprint Burst ( or however much distance gained as speed is still 100 after DH dash).
Post edited by Raccoon on0 -
I know that, the point is that a good survivor wont fall for the bait and just wait until you swing, and since they never get hit DH is basically a third health state
0 -
Imagine if they made window validation for survivors vaulting vs doctor's shock.
The feedback from survivors would be interesting after the server decides they got shocked first and refunds the vault.
And it would just be a bug fix after all..."You're just used to getting vaults you were never meant to make."
2