Dead Hard won't be (sufficiently) nerfed because it is too big to fail
I saw something someone posted that showed the escape rate per trial varied 5-10% PER Dead Hard in the match. So if 4 survivors (with DH) would average an 80% escape rate, that rate goes down to 40-60% without DH.
That's why Dead Hard can't be nerfed. If we go by kill charts, do you realize that devs consider EVERY SINGLE KILLER IN THE GAME overpowered (since they have winrates over 50%)? Think about that. Clown with his 51% or 52% kill rate is 1-2% overpowered. Clown. Clown!
If all killers are already overpowered, the devs probably can't figure out how to nerf a perk that raises escape rates by an average of 15-30% every single match (assuming 3 DHers). If you nerf that, how do you separately buff them to keep survivor escape rates from getting cut in half?
EDIT: To be clear, I want Dead Hard to be meganerfed. It "should" be meganerfed. But in the developers' eyes, the reason it "won't" be meganerfed is that it singlehandedly changes survivor escape rates by 30% or 40%.
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Or people can learn to play without a perk to correct mistakes.
DH is the reason alot of killers are made weak (basic attack killers). Saying we cant change a perk (just the distance) because people rely on it too much is stupid an entitlement.
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"maybe if we keep it overpowered, survivors wont cry like babies"
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They can’t nerf dead hard rather because there’s nurse in the game. She would be even more overpowered 🤷♂️
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A good Nurse will bait a DH, making the perk pretty irrelevant anyway.
People thought the same thing about DS for years, before it inevitably was changed in a way that worked out for both sides.
But I don't disagree.
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Removing Dead Hard from the game is the first step to rebalancing the game.
Getting a wider variety of Killers at higher MMR starts with shooting this disgusting perk into space.
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There have been plenty of killer perks which haven't even been big enough to fail, and did, yet Dead Hard definitely needs to fail for the betterment of the game's future, but won't
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All the people complaining about Dead hard are so short-sighted.
At high mmr sprint burst and Dead hard are equally powerful. The reason Dead hard is used more is because it is an active ability, thus more fun.
If Dead hard gets nerfed everyone will just switch to sprint burst which is equally powerful.
At lower mmr killers can easily take advantage of survivors who aren't efficient in their use of Dead hard.
Like other people have said, too. The already too-powerful-against-solo-queue nurse and Blight would need to be nerfed if Dead hard was nerfed. Would that be alright?
If the devs are truly willing to nerf Dead hard, then they better be willing to balance the entire game from its core. But we already know they won't do that.
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Can you read my future? You seem to know a lot about things that haven't even happened.
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Why do people keep citing the useless kill rates that BHVR themselves disclaimer as basically worthless??? The data accounts for literally no factor separation. Any skill level/map/loadout/etc is all combined. The data is basically worthless.
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We know this.
We know there are people on these very forums that wouldn't know the strength of each perk if it hit them in the face. Because they are so annoyed by one perk that they are blind to other perks and the value that they bring.
This is why I am actually looking forward to everyone starting to use SB instead, because we all know that it isn't because DH is stronger that people aren't using it, it is because Dead Hard is more engaging DURING a chase, and usually those type of people aren't looking to play safe. Which is why a lot of them go down because they are too reliant on DH.
Mark my words, the complaining won't stop. They will start to complain that the holding W meta (which is the one I myself find boring af) has gone up, and how 3 gens are now finishing before they can get their first
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I've seen plenty of good nurses get run for a long chase against a survivor without dead hard. So that argument lost some value.
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They did that to ruin not to long ago. It was almost base kit for most killers till the change.
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I only see killers crying about dh, I don’t know which forum are you reading
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I understand your concerns, but out of all killers in the game, 1 killer shouldn't be the only counter to a perk because that killer forces the perk to be used as intended!
I see where your coming from, but I would rather them nerf and gut a perk, rather than nerf and gut a killer that's carrying the community.
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This is entirely untrue
Last time they released kill stats Legion & Ghostface both had around 54% kill rate I believe, if you genuinely think the devs see "any killer over 50% as OP" then why are they heavily buffing two "op" killers?
Can we at least be factual instead of making things up for arguments sake.
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?????
Nurse isn’t the only killer that can counter dead hard. If you play smart, then you can bait dead hard out fast with any killer. Dead hard is more like the only thing that works good against killers like nurse who are oppressive.
Also, if nurse is carrying the community, then by that logic dead hard is carrying an even bigger community and therefore shouldn’t be nerfed too.
I would agree with a dead hard nerf if some killers and killer add ons get serious nerfs too.
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Take the perk away combine it with Sprint Burst
⛹️♂️-Sprint Hard: Shoots you to the other side of the map instantly when the killer is chasing you(as soon as Killer almost hits👨🍳🔨🤴 survivor).1 use only unless you have bcoh 💊heal you but only on the other side of the map after you do 3 teabags and use a flashlight save at pallet and also doing a gen at the same time.
You must do the actions in 0/1/2 seconds (bugged for 6 months and ignores rules)
👀-The Killer can see you teabagging them at all times.
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So would kill rate rise to about 3K per match without DH? Well that would make survivors quit the game. But I think the reason why kill rates are above 50% and killer still feel miserable lot of time. Is because tunneling, slugging and camping are very common stragedies and those quarantee usually at least that 2 kills if not 3K-4K. But if killer plays more fairly and try to hook everyone before he kills someone he loses 90% of time. So that's when the game is survivor sided way too much. Something could be done that hooking everyone once would be worth it for killers other than making you feel being fair like it would make entity block all gens for 1-3 min or something. But nobody should be hooked twice at that point. Also some nerf for tunneling and camping would be ok like hook timer going slower and maybe making borrowed time longer and ds longer and automatic and 2 time use.
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Also blight and nurse need to be nerfed then. BL and lithe needs buff too. Then we can see bit of variety too and not only sprint burst then.
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Let me know when you bait out DH for distance and succesfully counter it without using ranged killers(Plague, Huntress, Trickster, Slinger, Nemisis) or Nurse!
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Spoken like someone who doesn’t play at high mmr. As someone who does, I can tell you that 3/4 run dh on average
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Agreed on all points. Blight is a disgusting lawnmower that somehow laughs his way to the bank with some of the most broken add ons in the game while Toy Sword and Marvin's blood get kicked in the junk. Nurse straight up IGNORES maps. Every map is a Nurse map.
Balanced Landing is the most RNG dependent perk in the game. Did you go to Shelter Woods? Have fun using that falling down the basement stairs!
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How do you counter dead hard for distance?
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I do not agree that DH is being only used due to adding more interactions to your gameplay.
SB and Lithe will never be OP and creating such overall bad mood as DH does.
It lasts for a few seconds. And either Lithe or SB will prolong the chase for few seconds, but not to the point that it will take 3 gens before landing a hit.
DH HAS many more versatile uses compared to any other exhaustive perk.
I myself prefer to use Lithe. And I know, how many times I have outplayes or the E jail card could have saved me (or extending the chase) from being sacrificed to the entity
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In truth, it wouldn't change much.
I play against SUPER good survivors, they're very intelligent and know how to budget their time, distance, health, and resources.
The problem with the perk is not that it's working, or that it's ubiquitous, the truest problem with the perk is that survivors do not use it the way it was meant to be used.
DH was meant to get you out of a dangerous position. Go for a risky unhook, dive out of the way - pick someone up after they're downed, make the killer miss - pretend to take a sacrificial hit for your friend who's being carried, make the killer eat dirt for the recovery animation and save your friend while going down.
But how is the perk ACTUALLY used? In a loop, extend the loop - not going to make it to pallet, make it to pallet - Run at the killer in the open, make them miss and begin chase with advantage instead of with certain death.
Dead Hard has EMBOLDENED survivors to MAKE PERCARIOUS PLAYS and get away for FREE.
Survivors should be INTIMIDATED and CONSIDER THE RISKS as they evaluate the DANGER.
If you killswitched DeadHard today, the next week - survivors would be dying in droves making the same moronic plays. But after they adapt, they're just going to play things more stealthy and throw pallets down WHEN THEY'RE SUPPOSED TO. Instead of greeding pallets or artificially extending chases in dead zones, they'd have to be aware of their surroundings and perhaps rely on teammates to take chases.
If the argument is that "DeadHard cannot be nerfed because survivors are too weak to get along" I'd have to disagree.
Survivor players are cunning, quick, resourceful, and talented players. Dead Hard may be a crutch for weak survivors to preform better, but the only reason good survivors take it is because it allows them to play the match a particular way. If you take DH away, the survivors will remain and they will continue to make daring escapes in spite of its absence. The perk slot is always open.
I will agree that survivors need a lot of balance changes to perks, especially the weak ones. But DH isn't the almighty perk - it's just a good one, one that Survivors can - and do - get along without. Besides, it's not as if the perk is going nowhere. It just needs a small change to cut it down to a reasonable size.
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