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Dead Hard is just broken , unhealthy ans need to be removed or reworked
Dead Hard Dead Hard Dead Hard... im done seeing this Busted Mess 24 / 7
Dead Hard is broken and get use as a free 3rd Health State or to get to a Pallet save its even more broken as the old MoM
In a Game that is already Survivor sided and where Gens can be done in 10 seconds Why does Survivor needs a 3rd Heal State that can Even Block Killer Power when they have so many God pallets and Windows ? Why can a broken perk like this be used more than 1 Time in a Match ?
Plz nerf or rework that broken Mess playing Killer is more unfun to play singe the vacation fix u cant even bait it anymore
Still waiting for a Boon Perk called Boon : Dead Hard so Survivor can play Dead Hard and the Boon Perk at the same Time and have 4 Heal State
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Yep, see it every game. Too damn strong when used by four survivors in every chase.
The thing is I also use it when I play survivor (solo Q) and I enjoy using it. But on the recieving end of it as Killer, I know it's too much.
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Dead Hard was a problem, Dead Hard + Hit Validation is too much when my ping is so much better than theirs.
I have a lot of respect for the Sprint Bursters and Balanced Landing users.
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I can't wait for overcome to come out because a ok amount of people will swap from dead hard.
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Dead Hard is so broken that it actually punishes killers who use VPN to play dead by daylight!
Yep, Dead Hard works against VPN. I'm not joking.
With VPN off - I can have some "network issues" but ping is 40+
With VPN on - Not a single DC during 60 bloodhunt trials, but ping goes up to 120+
And with ping over 100 I get short end of the stick during hit validation.
That's just insanely broken and overpowered.
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For about a week. If even that.
2 games of getting tunneled of hook realising they are defenceless is all it will take for survivors to go back to actual usefull perks.
There is always a survivor perk each chapter that get's talked about how overpowered it will be. Most of the time it is powerfull but outshined by the meta.
This time though. It really doesn't make any sense.
Overcome is just... bad. I think it's close to the worst exhaustion perk in the game. It's really mindboggling to me how people think it's going to beat dead hard.
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You get way more distance out of overcome than you do with both sprint burst and dead hard. The killer has to wipe off their weapon while you speed of for and extra few seconds almost guaranteed to end the chase and give you a good chance to hide.
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That's some seriously bad VPN you're using if it's quadrupling your ping. Like, just by the way networking works and server locations, it shouldn't add that much to your connection times...
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*cries in Nemesis Tentacle*
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The first chase against a pure m1 killer with no ability maybe.
If your unhooked and the killlers goes after you without giving you breathing room it does nothing. This also isn't a perk like Decisive or Unbreakable were it not doing anything means you didn't get tunneled or slugged. This is your exhaustion perk we are talking about. Something pretty much agreed is a handicap if you don't have it.
And while killers are struggling they aren't quite m1 without abilities yet
Killers with insta down or other ways to bypass injuring like Ghostface,Myers,Billy,Bubba, Oni, Plague and even Trapper can make it never activate at all. That's base, count addons and perks and the list almost doubles
Killers with movement speed abilities like Wraith, Nurse, Spirit, Legion and Blight can severely reduce the amount of time lost cause of the distance. And again then your stuck without a panic button like dead hard. Legion and Plague especially will have the time of their lives if people keep spending time or give you powerfull abilities to get this perk back online
I've listed almost half the roster here. Most of which are the higher tier killers you see. Why run Overcome that might be slightly better vs a clown but can be completelly denied by insta downers or severely reduced in effectiveness against movement enhanced killers if you can run dead hard that's good against everyone?
The 8 or so seconds of distance is not worth having nothing when you are most vulnerable and especially if you never get the distance at all.
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That's the hit validation working as intended though? With 120ms it's more likely there will be mismatches between what you see and what the server "sees" than with 40ms.
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How does it steal a good play from killers when hits are effectively inevitable. Dead Hard also rewards good plays when the killer plays badly.
It's comparable to NOED in that scenario, where NOED rewards bad plays and punishes survivors who played well. There are instances where it rewards good plays(like a killer setting up an endgame situation with NOED and Bloodwarden for example), but there are many, many more instances where it rewards bad plays.
Dead Hard doesnt need any changes, maps do. Seriously, the most balanced maps has about an equal amount of places where Dead Hard does a ton and doesnt do anything. The most imbalanced maps have a ton of places where Dead Hard does a ton and only a handful of places where Dead Hard doesnt do anything.
Take Cowshed for example: The only place Dead Hard doesnt have any real value, is if you're inside the cornfield and the killer has full vision on you. If you Dead Hard, you buy at best 5 seconds of time. Anywhere else on the map? Dead Hard allows you to reach a window or a pallet.
Maps are the issue, not Dead Hard.
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And that one perk will make so many Killers obsolete. BHVR wasn't thinking when they made that Perk. Most survivors now when they get hit do a 180 and run in the opposite direction leaving the killer in the dust while they "wipe off" but the killer could still see them and get back into the chase. Now with Overcome, the Killer will completely lose the chase in the current map setup.
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Its time to just delete dead hard from the game. Terribly designed, as it adds a 3rd layer to chasing. First you have to injure the survivor, then catch again to force them to dead hard to a pallet, and then finally get the hit. All the other exhaustion perks have requirements that can be played around, and sprint burst has a trade off of not being able to run anywhere. Its time to dead hard to go.
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Well, but it works preventing disconnecting from the match.
Problem with the ping is just because that's free VPN. Paid version have much larger variation of server location.
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Aaaaah, a free service would do it. Paid ones don't really add much if any overhead in this sort of scenario--you'd need to route through some server to get to game servers anyway, so it tends to even out.
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imagine 5 health states, infection, healed, injuried, dh, (potential body block) or insta heal. Lol to think that is the second chances possible of a single survivor playing agains a nemesis.
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Couldn't say it better
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Yea, I don’t understand the fire drill for this one either. They get exhausted for 60 seconds afterwards, so you know they do not have DH after that. And the speedsters like Blight, Billy, and Wraith should be able to catch up quick. Overcome will just be December’s flavor of the month, then ppl will go back to DH.
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No.
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Sad demodoggo cries
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I am curious if Survivor meta gets the Killer treatment where the devs look into nerfing X Killer or X Addon or X Perk because it's "overperforming" or "overused" to which point Killers have to find something else to play or use. Survivor meta has been near enough the same for years and DS has always been apart of it and even with the "nerfs" DS is still massively game changing to the point of where you don't even need DS to have Killers respect it.
I'd love to see the "Data" behind Mid - Top Tier MMR just to see the % of the use of Dead Hard, DS, BT, Unbreakable and now even Circle of Healing and even toss in the Escape Rate when using those perks just to potentially prove just how strong they really are. Could even show data or chase time AFTER Dead Hard has activated just to see how much it prolongs a chase which should have been a down without it.
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Because it strengthens an extremely strong style of play.
Get hit off of hook with BT? Congrats, you can sprint anywhere you want. First hit in a chase in a dead zone? No worries, you can make it to any tile.
Maybe it won't be good at low-mid MMR, but it seems absurdly strong at high MMR.
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4 years DH doesnt Work properly, now it got repaired and its normal to see it as a buff but you are wrong. at start DH was handled by Killer's Ping so it was easy to abuse. now its server handled , it's why you can see some screams but no Hit. the perk work as intended but devs should look at hit validation for screams bug. remember as killer you can mindgame DH.
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Now that's an interesting idea. Making dead hard another one time ability for the whole match.
I still think they need to force unique builds in the game and make it so some perks simply cannot be stacked... for obvious reasons
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But that strong style of play doesn't need any help. It's already good enough to reach any safe place on the map.
Why give up other exhaustion perks to make something that already doing a good job slightly better.
And again. Any insta down and it does nothing. Getting chased of hook equally nothing.
Killer just waits 12 seconds and not even bt saves you
Situational perks like ds are good cause if you didn't use it it means the killer player didn't use a strong tactic. You still won in that scenario.
Your exhaustion perk being straight up denied or unusable seems just straight up bad for me.
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Yes, another DH thread for the devs eyes.
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Yea imagine trying to to adept killer with overcome. It would be impossible to earn iridescent chaser.
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You can not mindgame dh when the person using it doesn't have room temp iq and dh's into nothing.
When survivors use it smart AKA in a loop and to get distance to drop a pallet or get a window vault. There is nothing you can do there but just keep chasing them.
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In mots situations you will have the speed boost from chase , just wait at the last Time to hit because if you hit earlier you will loose more Time than DH has to offer to a survivor.
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You are assuming a few things here:
- a survivor being hit means the survivor is outplayed, this simply isnt true since survivors cannot loop killers forever. Holding W causes a chase to take 50-70 seconds, where a killer is guaranteed to have 2 hits, how is that an outplay?
- How often is a killer mistake actually punished in a chase? A killer mistake is only punished if survivors are working on multiple gens. If 3 survivors work on 1 gen or 2 survivors on 1 gen and 1 looking through chests, a killer mistake is barely punished. Dead Hard punishes a killer mistake in a lot of scenarios, the only time it doesnt, is when it's used to reach a window.
You dont necessarily win the mindgame as a killer. As for things you can do: brute force the pallet. The sooner a pallet is dropped and kicked, the easier it is to set up a deadzone to catch others easier later on. If a survivor used Dead Hard AND a pallet, they used 2 resources when they could have only used 1.
As for things:
- killers have perks against DH(Fearmonger, Blood Echo, sometimes even addons)
- Killers can bait a DH early and then get an easy down.
- The perk difference isnt that much of a disadvantage.
- Being like "its survivors fault for not leaving and giving killer 1 kill" is like saying "its the killer fault for not brute forcing a pallet or getting an early DS". Not exactly a good argument. If a perk guarantuees a kill, it's similar to perks that avoid a hit.
And yeah, maps are DH's biggest issue. Literally anything DH can do, Sprintburst can do better. The only 2 exhaustion perks that do something Sprintburst cannot, are Head-On and Balanced Landing(technically Adrenaline too, but Adrenaline is more like a healing perk that punishes you with exhaustion, rather than being an exhaustion perk).
In any normal conditions, Dead Hard is just fine. It's being capable of reaching strong windows that makes it insanely powerful. And that is a map issue. Dead Hard doesnt give you the power to loop the killer forever(hence my first post, a hit isnt an outplay, an early hit is, but if it takes any longer than 40 seconds to not at least remove 2 pallets from the game or get a hit, it's not an outplay by any means).
Like I said, go out of your way of finding locations where Dead Hard does and doesnt do much. 99% of the cases, its close to a loop. And on at least half the maps, loops are very easily accessible.
There is a reason why tournaments limit not just Dead Hard, but also Sprintburst and Balanced Landing to just 1-2 perkslots. If it was just DH, only DH would be limited.
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Dead Hard was never meant to invalidate a killer's power, as in the now-classic "Nemesis tentacle doesn't hit the survivor but also doesn't break the pallet like it's supposed to". So no, Dead Hard is clearly not working as intended.
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ehhh I think DH is better than overcome.
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I just hope one day it'll be fixed so it doesn't negate half the casts powers via bugs
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All exhaustion perks should require a safe unhook before they're available
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dead hard too often feels cheap or undeserved for giving the whole time so much time at certain loops or tiles
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I’m honestly sick of seeing dead hard can we see some sprint burst, lithe, balance landing etc more. I just want dead hard nerfed it’s even more frequently picked since it’s latest fix it got
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Activate-able Perk.
You can take a beaking.
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.
Dead Hard causes the Exhausted
Status Effect for 60/50/40 seconds.
Dead Hard cannot be used when Exhausted.
"We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!". It were a right dust up, I swear down!" — David King
all is said here : When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.
so it work as intended Sorry . i still see many ppl using it wrong and make mistakes with it take advantage for soloQ players, if youre against a full squad you already know that is an Other Story and getting an hard Game XD
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You are objectively wrong and it was explained in the post you largely ignored.
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umm. idk what your doing but i can still bait a dead hard...
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Okay, so you didn't actually read my post. This scenario is taking place right now:
- Killer playing Nemesis is chasing survivor
- Survivor drops or vaults over pallet.
- Nemesis uses tentacle attack on survivor.
- Survivor uses Dead Hard and does not get hit.
- HOWEVER when Nemesis uses his tentacle on a downed pallet and doesn't hit a survivor, the pallet should break. When Dead Hard is used in this scenario the killer BOTH misses the survivor (working as intended) but ALSO the pallet isn't broken (NOT working as intended).
Do you understand now? Not getting the hit when Dead Hard is used - working correctly. Not breaking the pallet? NOT working correctly.
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In your scénario , it might be a Némésis bug because i Seen a Némésis who had issues breaking pallets Yesterday, even without DH , i agree there is a bug Somewhere.
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The way these killers are camping. That's a big no.
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Ah yes please explain to us how do you counter DH for distance.. i beg you.
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Also devs doing nothing about survivor crouch just often nullify tentacle hits.
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I posted that before the new chapter came out.
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DH doesn't need the invincibility frames. And if it does, it should only be useable once per match.
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