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Dead Hard is a unfair perk and is used on 99,99% of the matches
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lol
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As many forum posts as I see on this, yet not a single one has made any effort to prove it's "broken".
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*nod nod*
Show me the data that proves all these people are wrong - should be easy, right?
It's not like you're expecting people to somehow have access to developer-only data and using this lack of access to discredit thousands of other players, popular streamers, literal dev replies to various tickets regarding validation issues, etc.
That would be a pretty bad look and extremely disingenuous.
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Just because something's counter able it still doesn't detract from the fact it's a second chance perk, though?
NOED is the biggest second chance perk in the game alongside DH. Survivor's don't cleanse as many dull totems anymore due to Boon totems, so 99% of the time NoED still ends up activating at the end of the game.
Sure, it has a counter as it can be cleansed once it's active, but that doesn't take into consideration solo queue where survivors have no organization or communication with each other. I play solo a lot and by the time someone's cleansed NoED the killer has already had at least some use out of it, even if that's only one or two free downs. Solo queue is a hard enough experience as it is, and I've seen countless times a solo-queue lobby get obliterated by NoED because it unfairly punishes them.
It depends on what your definition of 'second chance' is, I guess? But I would define it as something that requires little-to-no prerequisites yet can massively impact gameplay in your favour. Both DH and NoED fit under that category - DH allows you to take a hit with no consequences and potentially extend a chase; NoED will activate even if a killer is AFK for the whole game and allow free insta-downs.
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Imo dead hard should only be usable after staying injured for a minute. That way it rewards you for being a good runner and it makes more killers commit to chases in fear of dh.
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it is actually very easy. Setup 10 to 20 random routes on multiple maps. Have the route have a drop and a vault available to use in that route. Take Sprint Burst, Dead Hard, Lithe, Balanced Landing and Overcome and test the amount of chase time each exhaustion perk gives you on average before you are downed. If you don't have Balanced Landing, then you avoid the drop part of the route (The drop should follow the route pretty closely or you can even just not test Balanced Landing with the rest).
If Dead Hard is overperforming you will see it. It's amazing simple to show an exhaustion perk is overperforming in chases.
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I never said it wasn't a second chance perk. I merely pointed out that it was counterable. It has actual, fundamental, and rock solid counterplay. Dead Hard does not.
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lol
Seems fair and legit.
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Is there any proof of this 99.99 statistic?
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Thank you for agreeing that it's perfectly reasonable and fair way to actually get a better look at how Dead Hard compares to other perks. Instead of just "shouting at the sky" which is what a lot of people are doing.
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They should introduce a perk that completes a gen instantly so people on the forums can say 'but where's the evidence it outperforms other perks?!?!111'
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No problem.
I definitely appreciated the scientific approach used that wouldn't take me an absurd amount of time to even begin to describe all the possible issues, nor the absence of its effect on killer powers that end chases early, nor the absence of the effect of validation on various loops, nor....
But at least it "counters 1 shot downs."
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That’s what I’m saying. I think it’s used more because it can be easier, but If I sprint burst to a new loop, or 99 it on the same loop, that’s going to buy me way more time or at least the same amount of time as dead harding for distance.
Dh doesn’t give much distance at all and might help you get to a window or pallet but sprint burst does the exact same thing. It might be at the start of the chase if it isn’t 99ed DURING chase, but it still buys time, just at a different point. People just don’t run it as much anymore because dead hard is easier to keep since you can run without having to watch your meter, but if they nerf it they’ll just see a bunch of sprint bursting to better pallets and then get mad about that too.
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Hey there! Just popping into to throw some kindling on the fire and remind people that Ruin was nerfed for being used in 80% of Killer games.
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Fearmonger is far from trash, it's actually a pretty good perk
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The blindness of Fearmonger is actually pretty good, I'll give it that. However, I'm looking at it (for that post) strictly from an exhaustion perk stand point. At that point, the only reason you'd still be exhausted by the time you need Dead Hard would be either jump scared by a stealth killer or a chase where you have no pallets to work with so you can walk a bit to get your exhaust down (if it's not already gone, with how big the terror radius is, you'd be able to hear the killer coming, if not see them, and start walking to get down that exhaust before the killer comes).
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Fearmonger also pauses exhaustion recovery: let's say you have 35 seconds of exhaustion left, and hop on a gen, the timer is paused until you let go of it.
I can agree it's not meta, but on any mobile killer able to spread pressure, or during the mid game when possibly holding a 3-4 gen, it's a solid choice
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Luckily Dead Hard is used in 99.9% of games and not 80%, in that case. Crisis averted.
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There's evidence it's an exaggeration. Dead Hard was listed as the third most used survivor perk, I think, behind Borrowed Time and Self-Care.
If you're not seeing Self-Care, there's your proof.
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If you know everyone use it, don't try to hit when you are far, wait until you are sticked to them 🙃
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I've never seen anyone trying so hard before for just not admiting that Dead Hard is OP and one of the main issues balance-wise in the game currently.
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That wasn’t the only reason it was nerfed. It was unhealthy for the game in its old form
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I think it definitely needs to be changed. If it has to be so that it can only be used once or something. it's too frustrating and playing as a killer is no longer fun
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I'll gladly admit it if there's some sort of proof. Saying something is OP does not mean it's OP. Honestly, it's just lazy.
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DH depands on the killer you facing, If its anti-loop killer than its fair, Its unfair only against low tier killers.
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How was it exactly bad for the game? It was a good 30% percent of matches that it actually stayed up past the first generator. But we the players will never know because we weren't privy to the GOD like statistics that BHVR has. Ruin was probably one of the best perks in the game it gave Killers (Hag, Huntress, Deathslinger, and Trapper) the ability to set up before it was broken. Now in games you'll be lucky to put down a third trap before 3 generators pop.
Looking at the survivor side too It teaches players to go for the great skill check if they want their generators (If it was even still alive within the first few minutes." now players just have to sit on generators with no real challenge unless the Killer "Applies Pressure" which is kind of hard to do when their is 4 survivors and generators go faster than the past.
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It was completely passive and something the killer had no input over. They either got skill checks or they didn’t.
Not to mention it completely ######### over new survivors while having little affect on experienced ones
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By your first point every perk that doesn't require some input from the Killer need's to be changed? So Unnerving Presence, Shadowborn, Enduring, Tinkerer, A Nurse's Calling, Monitor And Abuse, Remember Me, Coulrophobia, Rancor, Corrupt Intervention. Just to name a few perks that don't really need the Killer to have input over to gain value from it.
Your second point I though that the goal of playing over and over would make Survivors better? Isn't that the whole premise of SBMM?
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The proof is playing killer.
Or just watching any streamer if you don't want to play killer and see how many times the chases last at least 1 minute more by reaching pallets or windows using the dash.
Bro, that perk is in every match and a lot of times equiped by the 4 survivors for a reason.
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What about SB? I honestly think SB is much stronger than DH when used correctly. You can usually avoid getting injured and make it to the next loop safely.
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The devs don't apply the same logic for survivors because so many of them still suck so hard at the game that even with the copy paste meta build, they still die a lot since they exclusively rely on getting carried by perks.
Nowadays you'll notice that even the kind of survivor who just camps pallets and still gets mindgamed anyway runs at least DH and DS.
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And either use it at the beginning of the chase aka the killer doesn't have to waste 1,5 however long chases to get dodge or advanced SB usage takes more skill than gauging the distance (killer or pallet/vault) and pressing e.
99ing exhausting takes skill and has risks. Getting injured is part of the gameplay cycle and isn't a real downside in comparison to the impact of the perk.
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I play Killer and Survivor both. When I play Killer, I don't see Dead Hard being anymore of an issue that Sprint Burst or Overcome. Even a survivor that positions himself correctly, will cause Balanced Landing and Lithe to be just as bad.
In fact, as Killer, I'd rather see Dead Hard than Sprint Burst or Overcome. On 2 story maps, give me Dead Hard over Balanced Landing any day of the week.
However, take this with a grain of salt, this is person preference as Killer, just like what you are saying is personal preference as Killer.
I would be interested to see any type of data showing something different. Until then, it's just how it "feels" to you as Killer. Don't pretend like your "feelings" or "preferences" have any sort of weight though.
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you can get rid of noed, and only need to do so once. cant rid of 4 deadhards
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dh breaks victors pounce, so that already dumb arguement is wrong. Killers shouldnt have to switch to a new killer because they wanna counter an op perk
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but it doesnt, because my killer still wipes the weapon which is longer than a normal whiff
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I haven't seen it happen.
Can you post a video or upload one showing the wipe?
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You don't play enough as killer or you are in low MMR if Dead Hard isn't a problem for you.
"I would be interested to see any type of data showing something different. Until then, it's just how it "feels" to you as Killer. Don't pretend like your "feelings" or "preferences" have any sort of weight though."
You are saying that like I was the only person in the community complaining about that perk, almost all killer mains are complaining about it and CoH. Of course you can simplify that like we were "cryers" as a lot of people do, mostly survivor mains of course, but if the perk is so overused and so many killers are complaining is not for the sake of complaining. I've even seen killers with 8.000 hours complaining about that perk, lol.
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Dead hard is easy to counter, wait it out. Assume (because you said 99.99% of people have it) that they all have it at start of match, get right up on their ass and wait until they use it. DH for distance is more tricky but luckily they can only do it once per chase. Unless you lose them multiple times, which if thats happening you should go after somebody else.
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ill clip it next time it happens in a game
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Thanks!
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I got two gripes with DH.
1: Dead Hard for distance. No counter. You can't "bait it out". There's nothing to bait if they're DHing for distance on a long loop outside of killer's lunge range.
2: The way it flat-out removes survivors hitboxes during the dash. Granted, that's how it's supposed to work, but my issue is you can use it to dash "through" Trapper's traps. On a narrow long loop this wins you the chase right there because the Trapper has to get his leg caught or pick the trap up and place it back down to continue the chase. I'm ok with it removing hitboxes actually, it's just DH through traps that shouldn't be a thing.
EDIT: I think DH needs some tweaks but I am not sure how it can be tweaked in such a way it's still a good perk but not as frustrating to play against.
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It's impossible to prove that 99.99% of players use dead hard in general, but literally ALL my matches after the dead hard buff (hit validation) have at least 2 people using dead hard, AT LEAST.
And it's not just "waiting for the Dead hard", that's not how it works anymore. More experienced survivors wait for the killer animation to start to dead hard, or use Dead hard for distance to get into a nice loop where THERE IS NOTHING TO DO but accept.
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hmm, fearmonger on a nurse is especially nasty, they're not entirely trash
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They just need to add in an actual strong, consistant killer perk to inflict Exhaustion. The problem now is that exhaustion perks are meta and almost all survivors run one (With like 90% running DH), but killers only really have a couple of mediocre perks to try and counter them, and they're just not good enough.
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Really true
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This is literally about as helpful as telling survivors they should use bond instead of playing in a SWF. Now you know where everyone is so that's the same as talking right?
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True, but old Ruin was absolutely busted and was far more detrimental to the overall game than a couple of survivors bringing DH.
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Sshhhhhhhh don't give away the truth about this garbage perk. I'm loving the insta-down I'm getting on Survivors who pop DH for the .0001 second lead only to be hit and dropped immediately after. I'm also replacing the perk on my Survivor toons after 600+ hours of no benefit from that perk. Now Balanced Landing on the other hand . . . . I love that!
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