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How would you lot nerf/balance DH?

ive seen a lot of threads regarding DH, so here is another.

how would you personally rework/nerf/balance deadhead.

personally I would remove one of two aspects from it, as currently DH offers distance + I-frames, thus I would propose, one of these aspects being removed or altered.

I think, getting rid of the i-frame aspect of dh would probably be best, due to the numerous issues regarding i-frames, such as feedback, frustration on either side. because clearly the devs cant solve the issues such as incorrect feedback on players, or the frustration of either side of the player base, ending up exhausted on the ground or feeling robbed of a down on the killer side + incorrect feedback as a result.

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Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    60s exhaustion.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    The free distance is the porblematic thing about Dead Hard. Either add an actual requirement, or remove the distance entirely

  • StarLost
    StarLost Member Posts: 8,077

    If they can't fix the validation issues, remove the i-frames. It should be a dodge, not a defacto third health state.

    Distance is annoying, but it's more annoying when it futzes with powers or gives you fake hits that cause you to lose survivors.

    120s imho.

    No it isn't. It was arguably overpowered before the 'fix' (see: buff) and now it's so omnipresent that you almost never don't see it. If BHVR cannot fix the validation issues, then it's going to need to be balanced around them.

    DH and CoH are the two abilities that basically every Fog Whisperer and honest player agrees are problematic right now.

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    Either take away the invincibility frames or drastically reduce the distance it gives, we could get rid of Dead Hard validation entirely if it didn't have iframes. If you Dead Hard late, too bad, should have used it sooner.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Either take away the iframes or move them later. Dodge before you're attacked, not as a reaction to everything that causes powers to go whoops.

  • Adjatha
    Adjatha Member Posts: 1,814

    Take your pick from any of the following:

    • Make it like Coup de Grace, and you build up one charge for every gen that gets finished.
    • Remove invincibility to powers, and let it only sidestep m1 attacks (or use for distance mid-chase)
    • Leaves a -5% movespeed Hindered effect after using it until you successfully drop chase
    • Double or triple the recharge cooldown so survivors don't have it available every single time they see the killer
    • Put a 30-45 second 'warm up' timer on it after you're injured before you can use it. So, you can't use it if you get hit and immediately get hit again, but if you're staying injured, you can use it just fine.
  • IronKnight55
    IronKnight55 Member Posts: 2,986
    edited December 2021

    I just don't see DH as a problem. CoH? I think it needs a nerf so that it doesn't stack with other perks and medkits. Maybe more is needed, but that's the nerf I would give it.

  • Shirtless_Myers
    Shirtless_Myers Member Posts: 383

    I wouldn't change DH at all unless we're nerfing bullshit on both sides.

  • CashelP14
    CashelP14 Member Posts: 5,564

    I don't know what you'd change. Problem though is any change will probably kill dead hard.

    Which will cause every survivor to run Sprint Burst or Overcome instead and killers will be complaining about them.

  • dictep
    dictep Member Posts: 1,333

    Killers will complain anyway with any stuff surv would have.

  • IronKnight55
    IronKnight55 Member Posts: 2,986

    Exactly. SB is much better imo. I can't wait to see full lobbies of SB 😆

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    I've never lost a Survivor due to the fake blood splatter. The distance is the most annoying thing in the world, as it's uncounterable

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Just take away the I frames and let it be used for distance.

  • lav3
    lav3 Member Posts: 775

    No more i-frame and can be activated only when healthy.

  • IronKnight55
    IronKnight55 Member Posts: 2,986

    Yep. Just about any changes will kill it. I guess that's what a lot of people want, though.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    That, in fact, would probably be long term healthier, because it would put emphasis on the problems most killers have in general: a total inability to get into chases against holding W.

  • The perk is fine the way it is, the only frustrating part is the hit validation that seems to pass every time, the perk while it does grant the user distance, isn't as bad as sprint burst which in my opinion is the most annoying exhaustion perk in the game, dead hard when used properly is just a good perk and is only really good with really well loopers, waiting it out is good 90% of the time.

  • CashelP14
    CashelP14 Member Posts: 5,564

    I always use it but even I wouldn't mind if it was nerfed. I just don't see a good way of doing it.

  • dallasmedicbag
    dallasmedicbag Member Posts: 571

    any changes to dead hard will make it worse than smash hit. it's a fine perk.

  • IronKnight55
    IronKnight55 Member Posts: 2,986

    I'd be very surprised if the devs can nerf DH without making it trash. It's a very tricky perk.

  • DyingWish92
    DyingWish92 Member Posts: 795

    Arguably the strongest survivor perk in the game and it takes almost zero skill and nothing has to be done to earn the perk other then being injured?

    The biggest issue is survivors that use it to get to God pallets or safe areas. At high MMR Dead Hard is basicaly base kit, everyone uses it. They use it because it's a second chance that basically trolls the killer at this point because of how strong it is.


    Why aren't the devs looking at Dead Hard the way they looked at old Ruin??? They nerfed old Ruin because it was used to much at red ranks and because new survivors struggled with the skill checks. Well what about dead hard pretty sure 75% or more of high rank survivors use it so whyyy aren't we touching it???

    The perk itself might not even need to be nerfed directly. Remove 3 or 4 pallets from every map and it's an indirect nerf to dead hard because it can't be abused over and over to reach pallets as much.


    As bad as DH is right now the unlimited blessing of Boons is even worse. Most unbalanced thing in the game at the moment IMO, COH, not the others.

  • Gigante
    Gigante Member Posts: 136

    Remove this perk.

    A stupid Second chance perk that shouldn't exist.

    "oh #########, I was bad, I did it wrong but that's ok, I'm going to dead hard and go to another loop."

    And another gen was done

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    I cannot wait until they destroy Dead Hard and then survivors switch to an exhaustion perk that actually works 100% of the time. Killer mains have no idea how often DH just does not work, and there is still constant complaining about it.

  • Carth
    Carth Member Posts: 1,182

    Make it required injured and a protection hit(Per Useage). It fits Davids theme and now actually has a requirement/thing to manage outside of just get injured

  • DyingWish92
    DyingWish92 Member Posts: 795

    Oh man I'm finally gonna get this down and a much needed hook for some pressure. Dead hards to pallet, gen pops, holds forward costing you another 20 seconds just to catch back up, another gen pops lmao. It's so damn lame and there's no counter play at all to this scenario.

    But nerf deathslinger he has no counterplay. The devs don't have a clue.

  • NOEDENJOYER
    NOEDENJOYER Member Posts: 237

    Remove the distance earned when using DH, replace it with a very short MoM effect if the killer hits them when its used.

    There, now its counterable and more interactive.

  • danielmaster87
    danielmaster87 Member Posts: 9,857

    I also think removing the i-frames would be best.

  • fcb
    fcb Member Posts: 158

    easy: give killers a DH perk as well. not exactly the same animation but a way to DH if they use the perk.

    it will increase the tactical aspect of the game.

  • Brimp
    Brimp Member Posts: 3,110
    edited December 2021

    Make it so you have either a 1.5 second hindered effect or you cant fast vault or drop pallets for 1.5 seconds as the animation implies you're lunging yourself forwards and almost tripping so you shouldn't be able to recover instantly.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434
    edited December 2021

    DH doesn’t need a nerf simply because some can’t/have not learn to deal with it.

    Bottom line, just because you don’t like something doesn’t make it broken. Too many threads asking for it to be nerfed with a video showcasing how they can’t even wait before whiffing.

    What’s next nerf Lithe because too many windows?

    Nerf SB because you should have gotten a hit when a survivor finished a gen in your face?

  • Tr1nity
    Tr1nity Member Posts: 5,047

    Can’t interact with pallets / vaults for 3/2/1 seconds after using dead hard.

  • bjorksnas
    bjorksnas Member Posts: 5,764

    Make it only have immunity frames from basic attacks, that way it no longer counters

    beartraps

    chainsaws

    hatchets

    shocks

    crows

    tentacles

    victor

    punishment of the damnned

    rushes

    spears

    shreds

    kanabos

    and puke

  • CyberDragoon656
    CyberDragoon656 Member Posts: 960

    Remove the hit Validation and the I frames it's a distance perk and it should be used as such

  • CyberDragoon656
    CyberDragoon656 Member Posts: 960

    Yeah buff DH which has become damn near brain dead atm but nerf a killer that requires people to know how to aim and set up properly.

    No wonder some people can see this game as a joke at times.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Balanced Landing requires an elevation, Sprint Burst requires good management of the exhaustion to be useful, Lithe requires a Window etc. All of these require either resources, or skillful play, unlike Dead Hard, which is a simple button prompt for free distance and invincibility

  • Firellius
    Firellius Member Posts: 4,600

    Since DH for distance seems to be the problem, I'd say remove the dash, but in exchange, increase the I-frame duration a little bit, and if the survivor is hit during this time, he gets a souped up version of the injury rush. That makes it actually depend on killer/survivor interaction.

  • Raccoon
    Raccoon Member Posts: 7,763

    I've made several topics about DH in the past and view some of its uses as problematic.

    Personal feelings aside, I don't think it should be changed until validation is fixed and more data is collected after the killer powers and add-ons that counter/exhaust are functioning at an optimal level against it.

    If they ARE going to change it, it should be changed in a manner that is based on accurate data and considers all factors.

  • tesla
    tesla Member Posts: 446

    What do you mean? It used to be like this, now it works every time

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    The big difference between Sprint Burst and Dead Hard is Sprint Burst denies chases, while Dead Hard extends them. If you see a Sprint Burst, you can just ignore that Survivor and focus on everyone else. Dead Hard extends chases when they're almost over, usually restarting the chase entirely, which means everything the Killer did was a waste of time

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Here's a tip

    you can quote multiple posts in one reply; you don't need to do five posts in a row. That's basically spamming. <_>

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    You're not going to 99 your Sprint Burst mid chase if the Killer is playing well

  • Raccoon
    Raccoon Member Posts: 7,763
    edited December 2021

    Pretty sure they're just a troll account as 99% of their recent stuff is pure negativity.

    Save your keystrokes.

  • jesterkind
    jesterkind Member Posts: 8,110

    I think people are vastly missing the mark on the solution, even when they can see the problem- at least as far as I'm concerned, DH to actually dodge a hit can sometimes be kinda cheap but is ultimately the far more fair and counterable part of the perk, it's using it to simply gain distance and reach another loop that's the problem.

    Now, first of all, we need to understand that Dead Hard is not the cause of this problem. Dead Hard is a symptom; the cause is strong loops and the extreme time deficit that the Killer operates in.

    Even so, I think it's fair to nerf the problematic aspect of Dead Hard since you see it so often. Rather than removing the dash, which I don't think is particularly smart as an idea, I'd propose a brief (somewhere between 6 and 12 seconds) cooldown after using it where you cannot interact with a pallet or vault spot in any way. That way, if you really want to use it for distance, the value you get out of taht move is going to be much lower- but if you're using it to dodge a hit then this change doesn't affect you in the least.

    Promote using it properly, over using it to gain distance, and its usage will ultimately still go down but it'll be a much healthier perk.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    That goes back to my point where the killer can just ignore the person using Sprint Burst and focus on other Survivors as long as it doesn't lose them the game. 99'd your Sprint Burst means the Killer chased you for way too long, which is a mistake on the Killers part, not a problem with Sprint Burst

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    Yeah but do you ignore the person with SB on a gen about to finish, meanwhile you have a pop stack to use?

    A person with DH would never commit to a gen in the middle of nothing because they can’t get away. Because essentially what is happening is they are being out positioned but this perk (SB) allows them to play unsafe.

    So in theory it comes down to where the survivor is and timing (how fast you can catch up to them) as to whether a killer should commit to a SB survivor or not.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    1. It depends. If you know for a fact a long chase with a Sprint Burst isn't going to lose you the game, you take it. Seeing as, in your example, you have PGTW active, it means a Survivor is on a hook and another one has to go for the save. In that moment, 3 Survivors would be off of gens (hooked one, unhooker and the Sprint Burst user) which is a prime time to go chase someone using Sprint Burst.

    2. Yes, Sprint Burst allows Survivors to play unsafe, which Dead Hard doesn't allow, however, sometimes it's needed to give up gens as Killer. If you have to give up a Generator that's in a dead zone due to a Sprint Burst user constantly trying to work on it, do it.

    3. Yeah, but the state of the game also matters, as a long chase in an already losing game is going to ruin it even further