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Dead hard is stupid.

ShadowNurseZFX
ShadowNurseZFX Member Posts: 491
edited November 2021 in Feedback and Suggestions

Dead hard is a very, very badly designed perk. it Rewards bad plays, completely robs killer of a good play, all you do is press one button to get out of trouble. Uncounterable in most situations, it allows you to do so many things you normally wouldn't do. It creates lose-lose situation for killers. This perk needs a nerf.


Nerf Idea 1:

Activate-able Perk.

You can take a beating.

When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

  • Press the Active Ability button while running to dash forward.
  • Avoid any damage during the Dash.
  • You will not be able to vault windows or pallets for 3/2/1 seconds after using dead hard

Dead Hard causes the Exhausted status effect.

 Status Effect for 100/80/60 seconds.

Dead Hard cannot be used when Exhausted.

Nerf Idea 2:

Nerf Idea 1:

Activate-able Perk.

You can take a beating.

When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.

  • Press the Active Ability button while running to dash forward.
  • Avoid any damage during the Dash.
  • Causes the hindered status effect for 1 second after this perk has been used.

Dead Hard causes the Exhausted Status effect.

 Status Effect for 100/80/60 seconds.

Dead Hard cannot be used when Exhausted.

Post edited by Rizzo on

Comments

  • MikeyBoi
    MikeyBoi Member Posts: 542

    I don’t think reworking deadhard/nerfing it would really solve the issue with it because it’s fine where it is. The issue imo is how much strong rng good survivors can conveniently and consistently deadhard to on the spot.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    It just needs an other requirement.

    Being injured just isn't a good requirement as the killer most of the time wants to injure you.

    You don't need to plan for this. It's bound to happen. And if it doesn't it 9/10 times doesn't matter you couldn't use dead hard as you never took damage.

    Even something simple as making it so it only activates when you enter the injured state and upon use deactivates. Then atleast you have to spend time healing up again or eventually go down and get picked up or unhooked.

    That survivors can just stay injured and use it as a 40 seconds regenerating healthstate is my biggest gripe with it

  • Myla
    Myla Member Posts: 1,551

    I'll be the first one to say as someone who plays a lot of Survivor that dead hard is broken AF when you know how to use it. It should be reworked but I don't want to because it's fun to use op stuff.

    Kinda like pre reworked balanced landing.

  • jesterkind
    jesterkind Member Posts: 7,959

    The first suggestion is all it needs. Dead Hard to dodge a hit is balanced, even if it's sometimes frustrating, but Dead Hard to gain distance is legitimately uncounterable, extremely cheap, and can lead to an almost complete reset on the chase.

    The only change I'd suggest for that version of the tweak is to make the numbers a little bigger- maybe 6/5/4? It isn't usually a second after they hit E that they vault or drop the pallet, after all.

    I could also see it being once per injured state, though if that were the change it'd have to be the only change- and might warrant it having its own cooldown instead of inflicting Exhaustion, too.

  • Firellius
    Firellius Member Posts: 4,530

    Seeing nearly every survivor run it doesn't seem very fine to me...

    DS is also very common and that perk has a harsh cost to use, is very situational, and is easily counterplayed. Sometimes perks get picked very frequently without being overpowered, or even strong.

    Survivors really don't have that many good perks to pick from.

  • Powder_Kegs
    Powder_Kegs Member Posts: 66

    It's not. Thanks to that validation update, it messes with killer powers. It's broken and unhealthy and op is right it rewards bad plays. It also isn't used as intended, as people use it to extend chase rather than dodge hits. If it had no vaults and hinder d for a few seconds and if the validation was fixed, it would be healthier for the game and put where it was intended to be: to dodge hits.

  • ShadowNurseZFX
    ShadowNurseZFX Member Posts: 491

    no its the perk. you should never be allowed to make a lose situation a win-win

  • MikeyBoi
    MikeyBoi Member Posts: 542

    I would much rather deal with deadhard then Sprintburst as sprintburst has literally zero conterplay and trust me if the devs nerf deadhard then going against frequent sprintburst gamers will be more miserable..

    When survivors “consistently timing their DH” is actually skill. That means the survivor was patient enough to have calculated distance and timing over the killer to Deadhard to a vault/ greed another loop.. Deadhard has too much counterplay to be nerfed or reworked. I rarely see survivors deadhard for distance properly or even get to use it without me baiting it out for an easy down… That perk is soooo easy to bait out it’s laughable..

    The only time I find DH annoying is when I’m M2ing with billy only and they just eat my chainsaw and keep going lmao!!!

    Cookiebear name some examples that you find annoying about really really really good survivors using deadhard? Because i truthfully think that 85% of the time you can bait out that perk and work around it easily providing you have enough map knowledge and experience as killer.

  • ShadowNurseZFX
    ShadowNurseZFX Member Posts: 491

    ok when they dead hard to a loop? you cant exactly dodge dead hard dude

  • MikeyBoi
    MikeyBoi Member Posts: 542

    Depends what loop it is and what killer I’m playing.

  • Clueless
    Clueless Member Posts: 340

    I would have Dead Hard only give I-frames to Broken Survivors.

    Removing the I-frames nerfs it against abilities, making you have to aim your dash instead of just react press E.

    Adding the broken requirement to get I-frames adds to build choices (should I use Iron Will or For the People?) and keeps David's Adept the same powerlevel.


    I think Dead Hard for distance wouldn't be that bad if it wasn't a universally counter to killers as well, can't dead hard through a trap, a hatchet, or dead hard pass a Blight etc.

  • KajdanKi
    KajdanKi Member Posts: 219

    Nurse is also bad design killer with no true avoid mechanic and yet she's getting 3 blink as option. How is it possible that you have problem with dead hard?


    Most of good killer never uses long lunges when suspecting someone with dead hard, they get close enough to force them to use it than hit them or simply hitting very fast when hes too close / too late to use DH. I stopped using dead hard and I moved to spring burst which is way better.

    Just get gut and get advices from youtube man

  • ShadowNurseZFX
    ShadowNurseZFX Member Posts: 491

    i feel like I frames should be there but only when the killer is not using their ability

    Example:


    Nerfed DH: You can miss a blight M1 But not a lethal rush, you can miss a huntress m1 but not her hatchets