Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Simple DH Nerf
While this perk is essentially the holy grail of "press E to win" (or X for Playstation and A for Xbox), I do believe that it is not the entire problem. Yes, it is part of the problem, but Dead Hard can be misused and played around like any other perk. The thing is, it is FREE from the start. No work has to be put in, and in fact, you have to have played terribly to earn it, which is VERY backwards.
As a simple combat to this: Protection Hits. Yes, Mettle of Man uses them to activate and is locked at 3, but Dead Hard could very well use them to activate as well without taking value away from Mettle of Man per se. The Exhausted status effect could be locked to 40-45 seconds (current max tier) and each tier could reduce the required amount of Protection Hits to take, and I suggest 3/2/1, but I do not mind a 4/3/2 if it really must be done. This way, everyone can be happy with Dead Hard and stop complaining about it to each other. It feels earned at any tier, and can be used to remove your teammate's mistake instead of your own.
Small side-note for Killer mains: this forces those with Dead Hard to leave a generator, giving YOU value since there is 1 less person on a generator, extending the game at least a bit. Seem fair enough? Go on, call me trash if you don't agree.
Comments
-
Seems like a good idea. I like it.
Onryō will be able to prevent the Dead Hard pretty easily as she can walk through Survivors if she is demanifested, but that's not a bad thing
1 -
Seems ok to me.
But for the love of God, just keep the exhaustion timer for the tier diffrence. It being completely and utterly useless for tier 1 and/or 2 would feel awful.
2 -
I just want them to make it not give the survivor any distance if the survivor doesn't actually dodge a hit with it OR make it only give the distance and ditch the I frames all together
1 -
Lol, perhaps that would be better! The question is 1 or 2 Prot Hits? I'd say 1 while the exhaustion timer works as it always does.
1 -
I’m pretty sure survivors would not be happy with a change like this, so no, not everyone would be happy.
0 -
I am a Survivor. XD
1 -
Survivors who use Dead Hard, which is about 50%, would quit this game if they made this change. You are talking about giving Dead Hard the same requirements as Mettle of Man, which is a dead-dead perk because of those requirements.
I don't play Dead Hard, but my god, this change is ridiculous.
3 -
Except with this change, you can literally use the perk in the same chase in which you earned it. That's not the same as Mettle of Man.
And if they made both proc from Safe Unhooks, I'd finally get teammates running BT.
0 -
So the only way to use Dead Hard would be taking a protection hit. That idea completely nukes Dead Hard. I don't use Dead Hard, I use Sprint Burst when playing survivor, and that would make Dead Hard unused.
0 -
You know, sometimes nukes are good ideas because wars need to end.
And I'm not seeing an end to the Dead Hard issue.
1 -
If you are right and Dead Hard is that OP, then killers would need to be nerfed to compensate for the game imbalanced caused by getting rid of Dead Hard. You have to remember Dead Hard is used by about 50% of the survivor player base. Are you willing to accept across the board nerfs of Killers just to nuke Dead Hard?
Remember, I have no bone to pick in this fight, I run Sprint Burst almost exclusively and think all the Dead Hard stuff on these forums is hysteria.
0 -
I'm good with losing Hook Grabs. Seems like a fair trade.
0 -
I doubt that is true.
0 -
ur trash, ur mom trash, ur just whiney cry baby. Git Gud scrub... JK, I think it's a decent idea and I wholeheartedly agree that dead hard needs a serious rework.
1 -
Why nerf the weaker side to compensate the stronger side's nerf to a very unbalanced perk
0 -
Where do you get your data that killer is the weaker side. The developers data shows killers are getting slightly above a 50% kill rate on average.
0 -
To be fair, I also don't like NOED for the same reason people claim DH is an unfair perk. Both are UNEARNED and take 0 skill to get. Granted, Rancor and a few others behave this way, but they're not quite on the level of these perks because they're hard work for nothing types. I don't hate the fact that these perks work the way they do, but so many others do genuinely despise these, so to appease the masses, this was my simple idea.
As for a simple nerf to NOED, I would just do what Kyto did. Make it require tokens per hook that you get in game to activate. I'm not exactly sure how to make it as simple as this nerf (which again, is only a response to several people begging for a nerf.)
TL;DR - I don't really care if DH does get a nerf or not (I don't run it) and if this was put in, NOED would have to get nerfed in a similar way to compensate.
I'm unclear on the Safe Unhooks you've brought up, but that's not why I'm responding to this, lol. I'm responding to you because while you technically can, have you forgotten the speed burst you get when hit? In order to use it in the same chase you got it in, you'd have to flip around to body-block a second time, then use DH to protect your buddy. I'd personally use it by taking a hit for a teammate, then sprinting away to hopefully make that chase last a bit longer, then use DH for my next chase since I already have it active.
0 -
I think the problem with appeasing the masses is that the developers aren't actually appeasing the masses, they're appeasing a small vocal group of killers who get on these forums. For example, the CoH nerf, where they actually said they're nerfing it due to popular demand. I highly doubt 4/5s of the player base, who play survivor, actually had a say in it.
0 -
Oh for sure. I hate that nerf. I run it all the time, and now it feels mostly useless to have it since its Self Care locked to an area. But I also do believe DH has more people hating on it than you think. This nerf was supposed to be a way to keep its power without severely limiting it, and someone actually brought up that it might be better to leave the perk as is with only 1 protection hit to proc as the nerf, which I agreed with as being better than making the protection hits go down with levels.
Also, thank you for being genuinely mature about this. Not many would try this hard to defend something without some level of maturity above the rest. Small question though: Have you played against DH before? I'm hoping you have or it might make your arguments a bit weaker in the eyes of "the masses." (Most of the people here are not enjoying the game and consuming more because they aren't true fans.)
0 -
I have played it but probably not enough to make a good judgement on it's potential. I do think it's one of the more fun perks survivors have because you interact with the killer with it. However, I stopped using it because it was so incredibly unreliable, when you got it to work it gives you a dopamine rush, but when you don't, you're on the ground. As a survivor, I feel I get a lot more chase time with Sprint Burst and Overcome. Also, Sprint Burst is a mild counter to tunneling-off-hook-till-dead. Not as good as DS or BT, but it does give you some protection. DH is useless for that.
As a killer, DH has never really bothered me too much. The one that really aggravates me is Balanced Landing. I hate seeing a survivor suddenly sprint away from me from a drop off, lol. I don't think Balanced Landing is OP, it's just aggravating.
1 -
Lol DH < Balanced Landing. Honestly, the majority of Exhaustion perks are pain, but if the Killer easily wins chases all the time, then where is the fun, eh?
0 -
I'm definitely not saying DH is worse than Balanced Landing. I'm saying I get more aggravated at BL than I do at DH, when I play killer.
Also, Survivors are balanced around having exhaustion perks to extend chases, so from a game balance stand point, I think it would be a really bad idea to remove exhaustion perks because of this.
1 -
This would be cool if they made it not an exhaustion perk.
0 -
I was joking with the comparison, lol. I honestly understand getting more angry at BL than DH because you had almost won the chase in BL's case, then they zoom away. I chuckle at every exhaustion perk I come up against because I hear Demiplays saying, "F--in NYOWM!" as they zip away.
I do agree on removing Exhaustion to be a bad idea. That'd just be so dumb.
0 -
The unhook thing is a potential option to placate people saying protection hits are too hard. Since there are a limited amount of safe unhooks in the match. And yes, I'm aware of the having to turn around. And I'm also referring to people having to unhook right next to the killer out of necessity.
And to respond to a later comment, self care takes 32, 5.7 COH is 21.4. It's why people are still losing their minds over it.
0 -
Ah, that makes more sense then. Not sure people would actually like having to wait for a Safe Unhook, especially if you run it while being solo. I always find that as I approach the hook, my teammate has already gotten them off, so I'd literally never get it, lol.
0 -
Since people tend to compare dh and noed I do wonder: is it the perk or is it that you see the perk being used every darn match. I for sure got over my noed-trauma once I stopped seeing it in 80%+ matches. It can still be quite the sucker-punch-style perk that turns the tables in a matter of seconds -but it's alright.
Personally, I don't like dh but run it anyway, cause out of all the helps-with-chase-perks it's the only one that's not super situational / requires big-brain-gameplay all game. For all I care they could split dead hard into two; one that gives you a second or two of invulnerability/turning a down into a mend - and one that gives you a little distance (gain a token for every fast vault in a chase; the more tokens the further you go. idk).
In any case. I prefer having viable alternatives over making everything equally non-viable.
0