Dead Hard is fine because
There's another slightly less broken exhaustion perk that would be in 3 out of 4 survivors average every match if it was gone. Wow! So true! How about having a good selection of exhaustion perks that aren't busted so that we can see some variety?
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Nothing here is fine except your pfp.
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I mean you’re not wrong. SB isn’t complained about more only because most survivors choose to use DH instead and using them both together is basically impossible. Nerf DH and SB, and then give a buff to smash hit. I think the rest are okay.
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I'd include Overcome when it comes to nerfing Exhaustion Perks. It's really underrated and has one of Dead Hard biggest upsides, being able to loop normally.
Lithe, Balanced Landing and Smash Hit all require you to leave the loop to use their speed boosts effectively. Overcome let's you loop normally, up until you get hit, in which case you would've left the loop regardless and get a huge speed boost for it
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SB actually has more requirements, especially if you're wanting to use it at a high level of 99ing it.
You cant always run, if you work on gens you cant 99 it etc. It all creates less efficiency especially if not done right.
DH is only an issue because anyone can press X button to correct a mistake at a loop to get distance to reach a pallet or window
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One of my main issues with dead hard is that it ignores trapper's traps
Sprint burst does not, so I'm more fine with it, as it may be more annoying at start of chase, but they cant pop it to get to a pallet unless its 99ed, which requires micromanaging exhaustion
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I can't wait to see people complaining about SB and overcome after the DH nerf.
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we may see more complaining about overcome more then Sprint burst because with Sprint burst you have to walk to save it.
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That’s fair. Tbh I always felt like overcome was just more boring than OP because it encourages shift W so much. But maybe you’re right and I’d change my mind if more people used it (which would probably happen if DH is nerfed). The biggest weaknesses overcome has is that it does nothing if you were already injured/didn’t get healed since being unhooked (but then again we are in a healing meta anyways) and that instadown killers hard counter it, but it’s still a strong perk for sure.
While true, SB is still something you can save and activate basically whenever as long as you’re not running while not exhausted. If the survivor isn’t doing it correctly and is wasting time walking excessively then yeah it’s not so great but if you’re just sitting on a gen you can stick around until the last second and it makes nearly any area safe even if it would normally be a deadzone. Perks like Lithe and BL require you to go to certain props/places on the map to use them and you have less control over where they can be used (eg. some maps just suck for BL, and lithe gets used on your first rushed vault so you can’t loop at a safer window and then save it for an unsafe window/pallet unless you also 99 your exhaustion). I do not think SB is as fundamentally broken as DH but I’d still change it.
Dead Hard over traps 100% needs to go.
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Overcome definetly has it's counters, but they're practically non-existant if a single Survivor runs CoH, which guarantees Survivors will be healthy 90% of the time.
Overcome is a slightly weaker DH imo, since tunneling and insta-downs can mitigate it, but at the same time, it combos really well with CoH
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The I-Frames aren't the bad part of Dead Hard imo. They can be easily baited out. The distance is the bad part. It's unavoidable and uncounterable
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Dead hard is fine because if it wasn't so extremely broken and unfair then there would be no nerfs in patches to look forward to...
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Like the distance of SprintBurst and Lithe? But i guess we only complain about that after DH gets nerfed, though it lacks logic.
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Timing is critical, it’s not all about how much distance you get but also when you get it. Gaining extra distance at certain points in a chase may or may not make a difference depending on how the killer reacts and what happens afterward. The key thing about Dead Hard is that, even though the distance it grants is smaller than Sprint Burst and Lithe and such, it’s always availabel at whatever exact moment the survivor wants it in a chase. So if the survivor’s timing is really good they never waste it, it guarantees them just enough extra distance at exactly the time they need it to reach a pallet or vault to greatly extend a chase.
On top of that, Dead Hard also has that secondary effect of the invincibility. So in a pinch, even if distance isn’t a factor, it can potentially save you from being hit by attack at the last second. The distance lunge is the more common use and the bigger strength of the perk, but the fact that Dead Hard has both that primary effect and a secondary effect both of which could be decent perks all on their own is ultimately a big part of why Dead Hard is overpowered but Sprint Burst and Balanced Landing, etc, aren’t.
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Once again, someone doesn't get the difference between ending/denying chase and restarting chase
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What's wrong with the Greek God of grape-harvest, winemaking, orchards and fruit, vegetation, fertility, insanity, ritual madness, religious ecstasy, festivity and theatre?
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