Dead Hard rework idea
Scrap it completely. Change it to better fit David's lore as a guy who protects people.
Make it so that when you unhook someone, you as the unhooker gain a buff just like Borrowed time currently gives to the unhooked player. This would give further incentive to make saves and take a protection hit for the unhooked player, as well as give killers one less reason to even attempt tunneling or camping, and instead find a new area to pressure. And if they do choose to stay at the hook anyway, they then have to wonder if they should hit the unhooked player and risk a BT, or the unhooking player and risk a DH, or even potentially both.
Obviously some people are going to hate the idea of not having current DH in the game but it kinda seems like people don't want to accept that it has counters, or if you believe it doesn't, then it should simply not exist. Right? So how about it
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Borrowed Time actually used to give the protection to both the unhooker and unhooked, but then killer mains complained and the perk was nerfed to the ground. It's sad how good new perk ideas turn out to be rather old mechanics that had been indeed implemented in the past but then were scrapped because some killer main twitch influencer complained about it.
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Well alright, this would be a separate perk. Borrowed can still do what it currently does, protect the unhooked, and dead hard could be the other half, protecting the unhooker. As one perk, yeah that's kinda messed up. But as 2 perk slots, seems not so bad
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If we had the old bt it would just encourage one person taking a hit and the other one going for the save and they would both be invincible for a little bit and it would be unhealthy for the game
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Right, but if it is 2 separate perks, that's slots eaten up for it. And again as stated in my post, it would give even more reason for killers to not face / proxy camp and instead pressure another area. I'm fairly certain you'd have to agree that reducing the amount of camping would be a very healthy change to the game, right? And the invincibility would only last 10-15 seconds at most
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Yeah agreed but if it is abusable then its more unhealthy than camping
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Sure. But it wouldn't be abusable if it only lasted 15 seconds. If the killer camps, they are punished for it. If they don't camp, it's no difference to them.
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Why should the unhooker get protection???
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Because it would fit David's lore as a character for one, it could be a good repurpose of dead hard so we don't have it being what it is now, and also it would reward playing altruisticly and not farming your teammates off a hook, just to have them tunneled and dead right away. Save your teammates from hooks, take a hit to protect them and give them time to run, and don't get punished for it by a camping killer, thus removing the incentive for the killer to even be camping in the first place
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So basically, take away the killers reason to be there, and they simply won't be there anymore. Reduced camping and increased joy
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i would say rework deadhard so that taking a protection hit stuns the killer for 2 seconds and gives the protected survior a 5% haste for 3 second and reveals your aura for 7 seconds.
when you take a protection hit you are broken and exausted for 17/15/13 seconds and then mangled till healed back to full health.
this would make taking protection hits more akin to how kings lore fits him as well as promoting risky saves through protection while the 17/15/13 second heal+exhaustion perks disable would help stop them cheesing a medkit hemo into a lithe/balanced landing combo after a protection hit and the mangled would mean more downtime which many killers need lets be honest.
this would be far better than the current deadhard which to be quite frank is broken as it allows you to even "dodge" through things that shouldnt be jumped through like doctor zaps, victor latches, puke, bear traps, etc
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Yeah that could be a good one too. I kinda feel like the exhaustion might need to be a bit longer to prevent the reset you're talking about but I really like the idea of what you're suggesting
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edit: wrong thread my bad
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I think the current DH would be fine if it 1: Was only usable in the injured state. Or 2: had a huge cooldown.
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Nerfed to the ground, yet still present in every single game. Odd, that.
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I don't like the idea of a changing perks almost entirely, but even with thinking if this idea...it seems pretty bad.
This goes into that invincibility style play along with the abuse of not being able to down either survivor when you may not even have been camping.
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It's only because of the necessity, since every killer will most likely be toxic for the sake of being toxic and hit the one unhooked, so however ######### the perk might be - people still have to use it. It's the same with post-nerf DS. Those things should just be base kit instead of stealing 2 perk slots for basic necessity to counter toxic behavior.
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