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I would suggest to remove the distance option from DH
hey,
This means: Design a perk with automatic function from a perk to be used actively. This should be theoretically feasible. But whether it works in practice would have to be tested internally. DH retains its main function, but at the same time the problematic part for killers would disappear. This advantage is too often abused in critical situations to gain distance, which ultimately gives the survivor a decisive advantage and unnecessarily drags out loops. The main problem of DH is simply the distance buildup and not the hit that can be tanked.
Any opinions ? Let´s discuss
Greetings
Comments
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So just the invulnerability frames, without the distance? Cause I am pretty sure no one would use Dead Hard if that was the case. Good killers generally just wait out the Dead Hard if it's only used for dodging a hit. So with a nerf like this, survivors would need insane luck with timing to ever get this perk work against good killers just once.
So they would all end up just switching over to Sprint Burst. Or another exhaustion perk.
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Look at this: This means: Design a perk with automatic function from a perk to be used actively. The sprint boost you get after a hit still exists
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Do you have a better suggestion?
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Just make it so you can’t use windows or pallets for a couple seconds after using Dead Hard
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I don't understand. If you used DH to miss a hit, it means you're injured. So what does the sprint from being hit helps here?
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I'd rather keep the distance over the invulnerability frames. Simply because we now see what having the IFrames actually working correctly looks like and it sucks. Especially for Twins, Nemesis, Demo, and Pig
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No. The perk is fine. Stop making a million threads whining about it
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Simple example. DH should work like Mettle of Man
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If they want to nerf Dead Hard I think a better, and probably more popular way, to do it is to remove the invulnerability aspect. Keep the perk's ability to lunge the survivor forward a decent distance but remove the invulnerability so they can still hypothetically be hit during the lunge. I had a poll up recently about this, in fact, and of all the respondents who use Dead Hard regularly virtually all of them would still use the perk if it didn't have the invulnerability during the lunge.
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Why don’t they just make dead hard miss basic attacks and make a new perk that makes u dash forward 🤷🏻♂️
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It's not good, it's broken, and it needs a rework like ruin, because it's prolonging chases without any skill.
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