make it so you can take damage while dead harding
i play both survivor and killer and since the hit validation its basically buffed... now u can dead hard when you see them swing and its an extra life... "just bait out dead hard" i mean meh how am i suppose to bait out a dead hard with nurse? thats a 4 sec stun and blink cooldown just because you "hit" them mid deadhard... atleast make the cooldown after hitting AND GETTING HIT VALIDATED SHORTER... i mean every single game is just dead hard dead hard its boring to play killer when its the same perks... and i mean i get it. Its also annoying to get exhausted on the ground yea sure... but now its basically a third life and some killers are getting more punished by it than others
EDIT: to clraify a little the thing i mean is that it gives you i frames on command its an extra life, dead hard should be used to reach like a window or pallet you wouldnt reach without it not tank hits, abuse aim dressing to cover up for a teammate or just dead hard mid lunge so you take the hit without damage...
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That doesn’t fix Dead Harding for distance which is the main complaint of the perk.
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Agree with TheGannMan here, the most complaints I see about Dead Hard are to do with Dead Harding for distance, and not the avoidance of the attack itself.
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@MandyTalk Talking about DH, at the moment hitting a survivor mid DH and a pallet with the same Nemesis' Tentacle swing will cause the hit to prioritize the survivor. The outcome is that the Tentacle will not damage the Survivor but will also NOT break the pallet. Is this intended?
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But it would make the perk weaker, which it needs to be. No other exhaustion perk, or perk in general, gives i-frames on command.
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Every time I play as killer I hit the survivor first THEN! they dead hard.. :/. It gets so annoying.
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It should be one or another, I guess DH for distance would be fine if it didn't also give the i-frames. Complaining about DH for distance would be the same as complaining about SB, BL or lithe.
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This has been confirmed by support as unintended, and were I at home I'd try and find the thread for you.
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The problem with nerfing DH is that playing nurse would be so much easier. They would need to nerf her lunge, I guess.
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Thanks a lot :D
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I see the problems with DH, but I also don't. Let me try to explain.
Killers need to act like every Survivor has Dead Hard. IE: They have to extend a chase by a few seconds to 'bait it out', and that can make or break chases. Not baiting it out can also break chases, if Survivors DO have it. But you know what that sounds like to me? NoED.
Survivors need to act like every Killer has NoED. IE: They have to extend the match to find totems, and that can make or break matches. Not doing totems can also break matches, if Killers DO have it.
So , while I hate when DH screws me, I also think of it as 'The Survivor's NoED', in that I have to play around it existing. Which is EXACTLY what makes NoED such a threat and the ONE THING above all that can never be changed; not knowing if someone has it until it triggers.
(Which is also the ONE THING most Survivors advocating for NoED nerfs want to ignore; that lack of information is exactly why it's strong, and that lack of information can never be touched without nerfing it to garbage. Same goes for DH.)
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I'm already seeing Nurses run Fearmonger.
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If you remove i-frames from Dead Hard, then it should give you a 3 second, controllable, speed boost just like all the other exhaustion perks.
However, I honestly don't think it overperforms the other exhaustion perks as it is right now and I think Sprint Burst is better (Which is my goto exhaustion perk, I rarely use Dead Hard).
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You are on here a lot more obviously but i honestly have not seen one person complain about distance and tons complain about it tanking hits for them while still giving all the audio and visual ques of being hit. I have to check the survivor state just to make sure if i hit them or not every time i hit a survivor.
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Well using it for distance I'd better then dodging a hit. The best solution to dead hard is to let it be used for distance and remove the I frames and also remove the hit validation.
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Yes, that's why dead hard should have reduced movement speed. This perk concept is meant to avoid damage, not to gain a free distance.
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It's both, actually. For everything this perk can do, the cooldown is ridiculously low. When used correctly, it's essentially a third health state.
The other issue is the 'fake hits', particularly on Demo or Nemesis where you'll fail to hit someone with a shred/tentacle and also fail to break the pallet they dropped. That's massively annoying.
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That's the one.
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Oh believe me, there are plenty.
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i think they should either give i-frames or distance, not both, i would personally say give distance as the devs cant seem to get the i-frames aspect to work properly without being frustrating for either side, thus remove that aspect and make it for the distance aspect.
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There have been lots of complaints re the hit validation on Dead Hard for sure, but that's more with the validation issue rather than the perk iyswim. It's why when collating feedback it's important to look at all aspects. Before Hit Validation was put on Dead Hard the main complaint about the perk was the dead harding for distance, now the main complaint is the validation itself - which are two separate things.
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I think it has to due to the fact that Dead Hard can also consume a Hit, I.E making you go into a Animation lock for like 12 ish killers, It's mainly due to that.. (Even i complain about hits like those.. since it gives survivors free distance if i hit them, then they Dh the hit.. but it registers it and i'm forced into fatigue as if it was a successful hit)
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i dont have any problem with dead harding for distance its when it consumes a hit and puts you on the cooldown thats my problem... i feel like dead harding for distance to reach that last window is the real reason for the perk, not to tank a hit for free
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i think dead harding for distance is completely fine thats what the perk should be used for to reach that pallet you wouldnt reach or to reach the window, not to tank a hit AND reach your place. And my problem with hit validation is that you get a cooldown so its even more distance.
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I'd like to see Dead Hard nerfed into a perk that nobody will use. I'd be happy to see NoEd get the same treatment to compensate. The game would be better without each side's most complained about perks.
This would mean Spint Burst on every survivor though - and it could be a case of "be careful what you wish for"
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honestly even before hit validation i had never seen anyone talking about how it was broken because the distance. DH before hit validation was in a solid spot. if you got greedy you could be exhausted on the ground (which you reverted for the good) but if you used it how it was intended to be used as that extra distance you didnt have that. there was a risk reward to it.
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The issue is - is it even possible to fix the validation?
Dead Hard is just a problematic perk. It was the most meta of meta perks before the fix, to the extent that killers played as if everyone had it at all times anyway. Now it's just...ugh.
It came up now and again. The possibility of it failing felt like an unintentional balance lever on it - it was far and away the strongest exhaustion perk, but it had a risk to it that offset this.
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Im agree with dead hard for i frames but not distance
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i-frames without Distance is useless.
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Interesting point. But I think you forgot one thing:
DH is the **whole match perk**. It can be used from start to end of the trial countless times. Yes, it effects survivors with exhaustion, but it is not infinite debuff. And if survivor break chase - he have big chances to "recharge" DH.
In the other hand NoED is **endgame hex perk**. It can be used only after 5 gens gone, and before that it's just -1 perk. Also it can be removed from game, simply finding and breaking the totem, which can just randomly light just next to survivor.
So in this point DH is more useful during trial.
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Both aspects of DH make it a pain in the ass to deal with. The result is still the same, though: the survivor gets to extend the loop. The least BHVR should do is add a handicap to using it, like disabling the ability to interact with the environment (vaults & pallets) for 3 seconds after using DH.
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My favorite part about it is where ruin was nerfed cause 9/10 killers used it but when I see dead hard in 8/10 survivors that's perfectly fine
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