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What do you want nerfed about Dead Hard

Member Posts: 138


What do you want nerfed about Dead Hard 67 votes

The Invincibility
43%
29 votes
The Distance
56%
38 votes

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Comments

  • Member Posts: 5,804
    The Invincibility

    Id rather it be "dodge" than just free invincibility from almost every killer power and attack in the game

  • Member Posts: 6,897
    The Distance

    Make it a dodge like a protection hit.

  • Member Posts: 3,611
    The Invincibility

    The invincibility is the main issue with the perk.

  • Member Posts: 8,821

    Neither

  • Member Posts: 5,623
    The Distance

    Rework the Perk completely.

    If you nerf the I-Frames, the Perk will still be uncounterable when used for distance.

    If you nerf the distance, the Perk will be useless

  • Member Posts: 1,294

    The payment.


    I'm okay with the effect the perk has. I just want survivors to be forced to consider its drawbacks before equipping it.


    Each perk has some sort of a price or counter, Dead Hard has no such thing - aside from that it has a shared cooldown with other strong perks via the Exhaustion status.


    However, survivors must be made to weigh their options and play around things of such power - and the killer should be able to keep tabs on it in such situations instead of having to juggle timers in their mind. Players should be made to avoid using Dead Hard unless they MUST. It should not be a 'get out of jail free' card, it should come with a very real drawback that can land them in trouble down the line if they are not prepared to adjust to the consequences of the perk's employ.

    This is the kind of perk that, if used poorly, can ruin your game and send you back to que faster than ever. It should also be a perk that, when a team focuses on keeping it viable, can win games - as it currently does in spades.

  • Member Posts: 1,012
    The Distance

    I'm fine with the Invincibility but extra distance and just wasting another 5 mins looping its just pain, or doing some massive big brain just for them to press one button and get away with it just makes me disgusted

  • Member Posts: 1,288
    The Invincibility

    The invisibly over M2 attacks, such as getting directly hit by a hatchet. And the ability to dead hard over traps.

  • Member Posts: 1,046

    Nothing. You can't nerf it without making it completely useless. I'm sure about it.

  • Member Posts: 793
    The Invincibility

    It is interesting to see it's a 50/50 votes

  • Member Posts: 22
    The Distance

    I'll take one or the other. Both are frustrating in their own right.

  • Member Posts: 139
    The Distance

    Making it solely a skill based, dodge ability makes sense. Does anyone really think that they wouldn't use it if the distance was shortened?

  • Member Posts: 17

    Apparently I’m of the minority here because as a killer, I don’t even mind when survivors use it. Maybe I’ve just somehow never come across a situation where I’m being looped HARD and then had it used when I finally caught up. Usually they use it and then I hit them 10 seconds later.

  • Member Posts: 3,910
    The Distance

    DH for dodging can be countered by baiting it. DH for distance is uncounterable to the majority of killers.

  • Member Posts: 9,713

    I think Dead Hard should be two separate perks, one perk that lets you lunge for distance but you can still be hit, and another that lets you be very briefly invulnerable but that doesn’t give extra distance. Both effects are useful on their own that they’d see use.

  • Member Posts: 3,910
    The Distance

    That solves nothing. Distance dash on demand is busted and unhealthy design.

  • Member Posts: 9,713

    I disagree, I frequently see the same survivors using Dead Hard both to get distance AND to dodge attacks successfully in the same match. Distance is the better use of the two but dodging an attack is still useful and happens all the time.

  • Member Posts: 30
    edited April 2022
    The Distance

    I recommend a perpendicular dodge to the side.

    -rewards more skilled plays

    -nullifies it as a free distance, second chance perk.

    I have a few ideas for reworks in my discussions

  • Member Posts: 3,394
    The Distance

    I think it would be interesting to see how many people would pair both dead hards. Making it effecitvely take two slots up to equate to the current dead hard doesn't seem like a bad idea.

  • Member Posts: 14,219
    The Distance

    The people voting iframe don’t understand why the perk is an issue in the first place. The iframe has counter play. The distance part does not. That is where the issue is.

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