Cant wait for DH distance to go, really will be a good overall health change. (DH uses explained)
Yep another DH thread, seems to be alot of these about and people suggesting changes (I don't know if you have seen the suggestions but they're nutty and actually create more broken perks lol)
The DH change is pretty simple, reduce the distance. This change is not only pretty easy to do within the game but it actually removes the biggest issue with DH
The distance being removed will help so many weaker killers and stops the ability to correct mistakes. This will mean weaker and basic attack killers will be better balanced, more consistent and not be so far behind the stronger anti-loop ones.
If you think DH is pointless without the distance you clearly have been using it for it's free and easy mistake correcting distance which is causing the big issue. DH should be focused on the iframes and this gives the perk a set role/feature of avoiding hits.
What can Iframes do? Surprisingly it has so many uses, you just dont see them used as much because it requires skill and itsnt always free like distance to a pallet/vault.
Iframes can be used to dodge any antiloop abilities (artist crows, hatchets, slinger shots, Pyramidheads ranged attack, pinhead chains, corrupt purge etc. Even bear traps! Or if you're insane doctor shocks...) And obviously normal attacks, which even puts nurse into a fatigue!
Edit: SILLY ME! I forgot to add you can DH iframe through fast killer abilities, turn towards them and time it to avoid oni, billy and blight! This means you can use DH iframes alone to counter 12+ killer abilities? Some very strong abilities too!
You can also DH into a downed pallet/vault and when the killer misses and goes into recovery you can vault over and be safe, just requires timing.
Or my current favourite thing, have DS active jump on a gate and DH as they swing to finish the gate.
As you can see the distance isnt the only use, if you think it will kill the perk... you haven't even been using it to a high level, just the busted easy part which makes basic attack killers so unviable.
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DH distance wont go. Its the only point in playing the perk.
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I gave you 12 uses for the iframes...
Distance is not the only use, it's the only one bad survivors crutch on against already weak basic attack killers.
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As a killer main the distance isn't what i have an issue with when it comes to players using DH. A well timed dead hard is a wonderful thing and i do applaud players who use it well.
The thing that sucks is when as a killer you get a real and fair hit on a survivor but because they hit E they are able to tank a hit (something that all other perks u need to work to get such as metal of man). The iframes that come with dead hard are basicly a way for suvivors to be immortal for a single hit. So unless you really suck with the perk you take 3 damage states to be downed each chase. As you stated in your post there are countless ways you can basicly abuse the perks iFrames to get an advantage.
Now imagine if dead hard was just distance not iFrames. Dead hard would be used then to extend loops and make windows/pallets that you wouldnt normally make. This removes the entire "Press E to outplay" stigma that dead hard has achieved and instead of it being used as a perk that literally fixes major mistakes survivors make whilst robbing a killer of a hit/down it is used at specific situations to extend loops and even escape chases.
This would make the perk fairer and i believe still widely used by many survivors but it would also bring it down to the level of other perks that could be run instead (causing not every match to have 2, 3 or 4 dead hards in it)
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I mean... it's like the perks intended use was to be a gimmick and not useable in every situation.
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Theres nothing well timed about using it for distance, that would be an argument for the iframes.
And yes the perk should be used to dodge a hit, antiloop killers are the stronger killers so why would you want DH not be good against them and really strong against already weak basic attack killers... you're widening the gap between all basic attack killers and antiloop ones and we dont want all killers to be antiloop.
Distance being removed is just the smarter choice, balances all killers closer together and gives it a specific purpose to dodge a hit, which as an antiloop isnt as game changing
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Yep, another DH thread. Original.
Sleeping and dreaming about DH every day. Sad.
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Make it a one time use. I like this idea now.
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Im kinda new to the forums so havent seen to many but yeah so many people talk about dead hard because its stupidly unbalanced. The issue is you get survivor mains like the OP that wants it to remain a god perk that gives you a 3rd damage state instead of using it as a distance perk that literally all other exhastion perks (except head on) does.
This goes to far the oposite way from OP and would kill the perk. simply removing the iframes but increasing the distance you go would be the best way to balance the perk. it would mean survivors would use it during the chase not at the end of the chase because they ######### up.
I feel that anyone who complains about anti loop killers and that they need DH with iFrames because they can be immortal are just not willing to learn how to counter those killers.....Hint hold W.
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I already explained to you why keeping the distance is the issue and how it just encourages all killers to be antiloop as a DH just ruins all basic attack killers.
You just want all the weaker killers to be left in the dust likely because you main a antiloop killer or a survivor who just wants the easy distance part.
Either way you're making the gap between antiloop and basic attack even wider, when my change shrinks that gap and keeps the perk situational but usable.
But you somehow think increasing the distance is a good choice... yeah I dont think so. I'm going for overall game health for all killers.
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Your uses just ignore that the attack cooldown is far too low to get eny value besides some very niche situations.
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So basicly your saying that the iFrames should stay because killers are to stong. Bottom line is clearly you are not playing effeciently against specific killers and thats why your fighting to keep iFrames not the distance.
Given that top teir players (most not all) will run loops effeciently by predropping pallets and leaving the loop as soon as they can for more distance basicly renderes killers like Artist, trapper, hag and any other anti loop killer pointless.
If you keep the distance of dead hard then it balances the perk in line with the other exhaustion perks, Makes the perk fairer as there doesnt need to be any of the bull validation that happens in the game (whenever i get DH validated as a killer its always in survivors favor).
Bottom line is you have made it clear you just want a god perk that is so powerful that it counters most killers in the game which NO perk should do. No one perk should be able to be used to give you a free hit effectively with no work on the survivors side. You want a free hit go run Metal of Man and work for your free hit instead of relying on a crutch perk like DH to do it for free and multiple times a game.
You constantly go on about anti loop killers but guess what. nearly every killer can end loops very quickly as long as u know what your doing.
Your assumption that I either main a anti loop killer or a survivor who just wants distance is way off.
Yes i play some anti loop killers but for a long time I mained both Ghostface and Legion (im sure you will find a way to make those Anti Loop)
As for survivor on the rare occasion I do play it i don't run any exhaustion perks because i'm not a fan of using them however if i had a choice of either having iframes for a few game ticks or a big amount of distance from the killer then yes im going for distance because its more powerful. If a killer swings and gets hit by DH iFrames all they do is recover, catch up very quickly and down you
Maybe you shoud learn to look at the game as a whole not just from your play style because your playstyle seems to be "I need something that makes me immortal" and clearly your not great at the game if you can't loop without DH iFrames.
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Bottom line is that this perk should have never been released in its current state.
It is the epitome of garbage game design (a perk that offers distance, iFrames, activatable on command, no collision) and it shows 0 thought for the game as whole.
People will come in here and claim SB is better, yet that only offers 4.2m of distance in a chase versus the 3.8m that Dead Hard gives. Also, no iFrames, requires exhaustion management, has collision, and you can't activate it at will.
In a game where most killers rely on capitalizing on survivor mistakes the devs create a perk that gives the survivor a get out of jail free card. Any outplay is invalidated and survivors have a free form of insurance.
Fix dead hard by removing the distance and keeping movement at 4.0 speed.
Make the animation more noticeable and add a sound notification.
Keep collision. Remove iFrames.
Now survivors who are hit during dead hard duration (lets try 1 second) are inflicted with broken for 60 seconds and deep wounds. They can gain progress towards exhaustion recovery but don't fully recover from exhaustion until they are healed to a healthy state. They get a 1 second speed boost as if they were injured normally.
Now what does this do? Dead Hard is still a second chance perk. You got hit because you made a mistake or got outplayed. Instead of completing negating the hit, you are crippled with broken and deep wounds. You have exhaustion for at least 60+ seconds because you can't become unexhausted until you are healed. But you can now take three hits during a single chase, and you may even survive because of the speed boost. Perks that activate on hit still activate. Great.
Killers can counter this by not swinging as usual. No more distance, no more next tile, no more dead hard for flash light save, no more dead hard thru killer.
Will this kill dead hard usage? probably. but the perk is sitting at 50% usage according to night light, it should be expected to drop in usage.
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Well clearly not, I dont get how dodging a range and antiloop attack which would normal down you niche, seems like youre only focusing on basic attacks which even if you dodge at certain tiles you can still make it to the pallet/vault you just actually have to dodge it.
And completely wrong again, considering DH is used for distance MOST games you would drastically see a usage decrease not to mention you have to time the DH to avoid an antiloop and unlike the distance part it can actually be baited out or waited out.
All your comment does is contradict yourself, you say how all killers are antiloop killers yet you say everyone just predrops pallets like its comp. Both are simply not true, if you think GF can be antiloop you clearly lack the understanding of a basic attack killer and antiloop.
You haven't even addressed the fact that keeping the distance hurts all basic attack killers but it's fine because you just dont want DH to counter antiloop abilities.
I find it funny how I must be a bad player because I dont want an easy distance gain and would rather a perk that requires timing and more skill. Not every exhaustion has to be the same, headon is a great example.
All your idea does is make basic attack killers even weaker than antiloop ones, even more than they currently are. Then again you somehow think all killers can be antiloop so I think that says enough about your understanding of all killers against even half decent survivors.
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Yeah I dont want survivors to have a 3rd health state just for running a perk, that's like the old MOM.
Being broken or even put in mending means nothing, the issue with DH is it corrects mistakes (like you said) but then you have gone and said they can get another health state...
Itd be better to just have the distance gone and keep the iframes so a player has to time their dodge to get the value, it gives DH a skill cap.
Iframes can be baited out with antiloop killers you just hold your ability but the distance cant be baited out as they arent doing it to avoid a hit its purely just for free distance.
If you get outplayed at a loop by a basic attack killer the survivor should go down. No perk should correct a mistake or give another free health state.
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I agree that a 3rd health state is bad but I also think that just iFrames is too much of a nerf. The killer has a 1.5 sec cooldown after a basic attack and whiff, so the survivor can get at most 6m of distance (depending on if the killer lunged, continues walking in the direction of the survivor, where the survivor is headed, etc...).
The 6m of distance gained (at most) is the exact length of a killer lunge. Killer can chase for about 2 additional seconds - again assuming max distance was gained - to reduce the difference to 4.8m which is well within the lunge range and provides exactly 25% clearance (rotations by the survivor can easily be covered by the killer).
So this, imo, would make Dead Hard pretty useless even when it works. This is why I think there should be some sort of speed boost involved.
Killer successful attack cooldown is 3sec.
1 sec of speed boost is 6m
2 sec of normal speed is 8m.
Killer barely moves after landing a hit so it's around 14m of distance.
14-6 (killer lunge attack range) = 8m
8/.6 = 13.333 seconds to make the difference.
Maybe the 13.333 seconds is too long for m1 killers so the speed boost should be reduced, or the killer should recover from the basic hit faster.
One would have to consider the avg distance between tiles and whether its acceptable to cover around 52m as a third health state, but that's why the drawback is there.
On the other hand maybe the penalties should be increased, but it still requires precise timing and can be baited out.
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You're focusing just on basic attack hits you dodge not the numerous antiloop abilities.
Yes avoiding a basic attack wont give you huge distance but on smaller loops it will still help and in the end the perk shouldn't counter everything
I get people always go to dodging basic attacks (which all killers can do) and say you wont get much distance but just keeping the iframes turns DH into a perk used to avoid special attacks of antiloop killers.
So it still has a very strong and good use, it's just situational and a specific use. So good against the already strong antiloop, weaker against basic attacks (but still possible if the killer misses on a small loop)
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What I find funny is you constantly say that distance screws basic attack killers but you want iFrames to screw all other killers. The distace part of DH extends a chase which is the main thing your trying to do with DH. The iFrames part of dead hard gives you basicly a free 3rd damage state. You say I contradict myself but you said in response to someone else u don't want a 3rd damage state but thats exactly what iFrames do.
I also NEVER said ghostface was an anti loop killer i simply suggest that you would twist it to a way that he was (which you kinda did).
Bottom line is iFrames shouldnt exist with any perk in the game only for a brief period of time after taking damage. iFrames gives the survivor an unfair advantage if its able to be used whenever you want and there is no arguing that fact.
If you have an issue with over half the killers because they are "anti loop" then go play another game because fact of the matter is that every killer plays differently and if your unable to change your playstyle as a survivor to counter each killer then thats a you problem. you shouldnt be allowed to simply press E to outplay every single killer.
On a side note iFrames dicks over every killer both anti loop and basic attack and there really is no "skill" involved in it. because of the server lag that happens in every game as long as on your screen you hit E before the killer swings you get away and the killer gets screwed because of it. So you can drop the whole "iFrames takes skill" bullshit and throw it out the window because your wrong.
If Dead Hard had distance only and no iFrames it would cause the perk to be used in more skillful ways because survivors would have to actually use their brain to figure out when they need to gain that extra distance instead of "oh ######### i ######### up...oh well i have iFrames now so screw you killer"
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So the ability should focus on countering anti-loop abilities?
I think this would be useful against certain killers as you've stated and it would make it much more niche.
This would bring it more in line with the other exhaustion perks which are also fairly niche (except Overcome which is very strong imo).
I don't think it would be strong enough to take though. Sure, you can iFrame through the Huntresses hatchet, but she has four more waiting for you.
I think it may need a buff or additional effect to be useful.
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It does. And yes iframes is the original intended use of the perk way back when it was first made.
A huge difference you are missing is you cant bait the distance but can bait the iframes as an antiloop. It also adds a skill cap, it also once again dont make weaker killers weaker and make stronger ones stronger.
And you legit say you can get any down as any killer providing you know how to play and that's just completely ignoring the DH distance issue it gives.
ONCE AGAIN YOURE ASSUMING I cant play verse antiloop killers which is just a lie. I'm just saying they're stronger than basic attack killers which is 100% a fact. I HAVE NEVEE HAD AN ISSUE WITH ANY KILLER, I have never asked for a nerf against anything from old spirit, iri huntress, slinger, wraith etc.
Your whole argument is " you're just bad against antiloop killers and should get better" which is a petty argument while my argument is "remove distance so it cant correctly mistakes against basic attacks, make it iframes only which has a skill cap and counters while not splitting the gap between the weaker and stronger killer".
I'm done replying to you, you arent even trying to have a conversation you're just calling me bad and ignoring all situations I'm bringing up.
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yo can nerf distance or iframes. Both of them would make bt useless and we all change to sb.
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Pretty much yes, I think it's fair to say killers with antiloop abilities naturally perform better than basic attack killers only so this would actually bring them closer together.
It is situational for sure, but all perks are (lithe requires a vault, BL requires a drop) the DH change I suggested is focused more on avoiding a ranged attack, which will require timing and can be baited out too (so has counters and a skill cap)
I just dont think a perk should counter basic attacks, if a killer mindgames you at a loop then you should go down.
I wouldn't say it needs a buff, yes it's a niche that has a specific use but this is the only perk that can avoid a special attack, no other perk can do that so it will definitely still get used. Just not every game/every situation
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All your doing is saying Distance is ######### iFrames is better and no one can convince you otherwise. All of your posts about the iFrames have basicly said you want a god perk to shut down half the killers in the game. No perk should be able to do what your wanting without some requirement. Now if you put a requirement for you to use dead hard other than simply being injured so you have to work to get your iframes then i can see how that would be good but all your asking is for iframes to say. Also without distance there is no visual que to show if the perk has been used which then opens the game up to hackers getting away with infinite DH because you don't know if its been activated or not.
I don't know why your so anti distance perk when the distance part of the perk is a good way to counter both anti loop and basic attack killers. its the all around balanced part of the perk yet the iframes part is so unbalance and should have never been a feature in the first place.
Heres an idea.... just remove dead hard as a perk. no more crutch perk. go ahead and remove a killer perk aswell to keep it fair lets remove NOED and Dead hard. problem solved.
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Not really, SB can still be hit by antiloop abilities/ranged attacks and it also requires a setup if you wish to 99 it.
Sb will result in alot of players being less efficient trying to 99 it and people will also SB into a deadzone while the current DH corrects mistakes.
SB is a great perk when used right, it has a skill cap but fact is no one is using it because DH is so easy and so strong/versatile.
Removing the distance makes it a perk to dodge ranged attacks, needs timing but adds a skill cap to it similar to SB.
If you struggle with ranged killers use the new DH, you want to do gens in out positioned areas use SB. They will all have set uses
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Contradicting yourself again, you say I want the perk to counter most killers and in the next line you say the distance can counter all.
Also DH would still have an animation, just because the extra distance goes does not mean the player wouldn't still do the animation of ducking forwards.
I would completely be okay with DH and noed getting removed, while I think DH is way worse than noed and has more counters sure whatever. I'm just saying if a change is going to happen it should be the distance to go, I have explained so many reasons why to you and your main comeback is I'm bad and cant verse antiloop killers.
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you are completely ignoring the benefits of using sb
at dangerous gen position with sb may not get free hit
and you can always earn chase time as one structure
also can gen faster because it have no downside
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Ok fair enough. I shouldnt have just used "survivors are bad" as a reason for distance only and i apologise for that. so you you want a fair and just reason as to why distance should remain and iFrames shouldnt from a killer point of view.
Scenario 1 - Distance only.
I'm looping a survivor and catching up. they use dead hard for the distance and make a pallet and/or window.
This is a fair play from the survivor and no killer would find this to over powered. they have managed to gain distance and extend the loop meaning giving the other survivors more time to work on gens.
For the difference between basic attack and "anti loop" killers it comes down to when you gain that distance. E.G against ghost face you can wait a little longer than against someone like Nemisis with his whip.
Scenario 2 - iFrames only
Same thing. I'm looping a survivor and am mind gaming them on the loop. The survivor makes a mistake and now im in melee range.
I swing at the survivor for a well deserved down but the survivor uses dead hard and just ignores my hit.
I do not see this as a fair thing to happen as I worked hard for my down but with one simple click of a button once they see they are screwed they can ignore my attack.
Now these are only 2 scenarios but you can apply the logic of both to multiple scenarios. however from my point of view as a killer main the distance seems much fairer but still powerful rather than the iFrames which is kinda unbalanced as its free.
As ive said no perk should let players tank a free hit without working for it (same aguement that NOED isn't fair as the killer hasn't worked for it)
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The distance part would still dodge anti loop killer attacks since they all have a travel time.
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Why is it fair for a survivor to gain free distance for no reason when you would of got a hit? They should of dropped the pallet if they wasnt able to make another rotation, they messed up and should of got hit not given free distance to be safe.
What about a loop huntress cant throw over and has to waste a bunch of time as 110 mindgaming or catching up just for a survivor to get a free DH for distance?
Youre using double standards and trying to twist it in the favour of antiloop killers. For example huntress can throw over some loops, GF cannot attack over them, distance will hurt him fat more than huntress. What happens of huntress can't throw over and shes forced to mindgame or waste time catching up for the survivor just to DH for free distance making it all a waste of time.
You think its fair for a survivor to get free distance to correct a mistake against the weakest thing in the game (basic attacks) and I dont.
That more depends on the angle/direction of the power/DH which is why I didnt include it but yes that's also possible for distance which is just another reason to remove it
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I don't care if its nerfed or removed or changed whatever, my problem is too often I swing, get noise for hit, hear the survivor moan in pain complete my swing, THEN the deadhard happens and they rocket forward escaping the hit.
I do not lag, am on fast connection NA West, never have any other types of lag thats for sure, not like that.
Whatever causes that needs to be fixed because it gets old. They clearly pressed E AFTER I already pressed and swung.
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That definitely sounds like an issue connecting to a server, while at the start of the DH hit validation it was common I havent had the issues in the longest of time and I believe they made changes to it.
Either you're connecting to a wrong server or something else is going on in your end because that shouldn't be happening anymore. It should be a hit or it isnt and sounds like you are getting big desync issues
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Ok i give up. I give a fair and just reason for why distance is fairer than iFrames with the main reason being the iFrames lets you just undo a mistake.
You constantly say i contradict myself however your first statement here contradicts what your trying to prove,
"Why is it fair for a survivor to gain free distance for no reason when you would of got a hit?"
My arguement is why is it fair for a survivor to be able to simply ignore an attack when you would have got a hit due to iFrames. You see how your argument for distance is voided because the same issue happens with iFrames except the iFrames issue is more powerful because you don't have to worry about dodging an attack.
"They should of dropped the pallet if they wasnt able to make another rotation, they messed up and should of got hit not given free distance to be safe."
Again this argument furthers my point that distance should remain and iFrames shouldn't. You say its not fair to get distance if they mess up and not drop the pallet however you also want the perk to do the exact same thing but instead of getting distance you just simply tank the hit. the iFrames is the exact reason why survivors can mess up and not care if they greed a pallet because they can ignore the killer when using DH.
But you constantly say that its not fair to gain distance for no reason but you clearly didnt read the scenario. With distance i'm saying that survivors would need to use dead hard early before any chance of being hit to gain the distance. Similar to how lithe and balanced works if your looping around a window/dropped pallet or for balanced a drop.
I'm not trying to twist anything in the favour of anitloop killers all im trying to get you to understand is that gaining some distance from the killer is fair as long as if the killer swings and it makes contact that its not denied. If you have distance only dead hard and you wait till the last second to use it then most lunge attacks from killers (even the so called weakest killers in the game) will still hit the survivor.
What your suggesting actually hurts basic attack killers far more than anti loop killers because if you tank a hit with iFrames against an anti loop killer at least they have the ability to catch up quite quickly again. Against a basic attack killer if you tank a hit with iFrames then go back to the loop your hurting them so much. I don't understand why you don't see this.
You clearly refuse to look at anyone elses point of view but instead twist whats being said making it look like i'm constantly contradicting myself when in actual fact the distance vs iframes boils down to one simple thing
Distance allows players to extend loops and without iFrames they have to use it earlier in order to take advantage. iFrames allows players to extend loops but they can be as wrecklass as they want because they have a free hit button (E)
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I record all my matches and never have any other type of lag, my ping is always good, every othert hits register fine. I have ZERO complaints about game performance, but those deadhards are clunky it doesn't happen all the time, it just feelsbadman, but I always just say its dedicated. I see it on streams too so not just me
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This was a common issue with hit validation when it first became a thing. From how I understand it the following things would happen.
You would swing and hit the survivor on your screen
On the survivors screen they would use dead hard before hand
The server validates the interaction in favor of the survivor however because on your game you hit the survivor your game files register it and play the screen sound from the survivor.
They were supposed to have fixed the issue however with all issue sthey are never 100% fixed lol.
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Dead hard distance is approximately the same distance as the killer lunge. Wait out the dead hard, and down the survivor 2 seconds later. If the dead hard made the distance to a pallet or window , then as the killer you have to ask yourself if this is a chase worth continuing. Spoiler alert, it might not be. You got out played, it happens. Move on.
I've watched so much footage of absolutely top MMR play where dead hard uses were sublime and game changing, and an equal number where the dead hard extended the chase by 2 seconds and ended up being not impactful at all.
The myth that every user of dead hard, and every use of it was the key to victory isn't useful for discussion. The bigger discussions should be centered on SWF vs solo, why are the meta perks such outliers from the other 60 perks that are nearly useless, and the extreme effectiveness of tunnelling and camping relative to their complete unfun gameplay.
In the immediate short term, I think the swf issue could be improve by just adjusting the MMR used to find a killer up by some amount until the performance of SWF and solo is approximately the same. Longer term strategies where, information is added to solo's to bring them closer to swf's can still happen. This may result in killers getting a net buff to counter the increased strength of survivors and that would be ok...or great even!
The goal needs to be balanced fun matches for both sides.
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Distance is the stronger aspect but I frequently see survivors also using it to dodge attacks. That invulnerability does add noticeable value to an already really strong perk.
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They literally said the distance aspect of it is what they're looking at.
And that's the most busted aspect of the perk.
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edit wrong thread
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Even though DH is more largely used to gain distance, I think IFrames are way less legit than distance. DH is more or less fine, but seems not fair because frustrating (happens everytime you're finally in position of downing the survivor).
I hate when you managed to outplay a DH distance, but you got IFramed (your chainsaw is stopped by the IFrame as Hillbilly, same for some lunges, depending on the situation, even if you would have hit)
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I think im on your Part with the iframes thing. If it was just distance, you would have scenarios where you try to use it but still go down like back in the Day. One reason Deadhard has gained so much Popularity is because they made it more Survivor Sided to use it. If it was IFrames however, it would actually need Skill and Gameawarness to use it and rewards you for a good Play.
Though i would say you should gain a little bit of distance while doing so because the animation would probably look weird and because of the time of the basic attack Cooldown.
I 100% disagree with taking the IFrames and just giving it more distance.
But just decreasing the Distance you gain alone (not completly) would be the best change i think.
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Hmm that's weird as they did put a fix through to try avoid that feedback happening on your end.
I personally dont have this experience anymore, I get plenty of people using DH to get distance and avoid hits but I haven't had audio feedback that it hit yet they didnt go down since the change.
I cant really say why that's happening to you still, maybe a support ticket would help you? Its definitely a desync issue but you shouldn't be getting it even if a survivor with a high ping ends up in your games as you're getting better connection to the server
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Dead hard is annoying but makes survivor fun for a lot of people. Killers have perks and add-ons to counter all exhaustion perks. If you choose to not prepare for the likely possibility you will be facing multiple exhaustion perks then that is on you. Killers still win plenty of matches even though Survivors run exhaustion perks.
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Fun for one side not the other. Plus most killers dont have addons that stop exhaustion perks, there are only a VERY small few and some require you to have already downed them, some killers have even had those addons taken away. and the same goes for perks, very little and requires a bunch of setups.
While I know in low mmr it's easy to beat exhaustion (thanks to them mmr tests i was able to verse those weak players who had no idea how to use the perk and just DH in panic and random walls) that doesnt excuse it being so strong and every other level. The higher level you go the worse it gets, even the devs know it needs to be changed. These are devs who added many god pallets in giddeon and think that was okay.
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Sprint burst let survivors increase ~5.5m distance. Lithe increase much more because it through a vault, especially if its a safe vault.
Remove the distance from DH would make the perk useless:
- Requires injured, that may not come vs instant down killers
- Swing and miss, then what? Survivor is like 3m away ready for another swing. The perk would pretty much equal to someone able to make a success spin.
But I also dont think remove iFrame and increase distance is a way to fix the perk. It would be a Sprint burst that can activated mid chase.
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Useless? Nice to know you didnt read the post where I give multiple uses beyond just dodging a basic attack.
And a miss can still result in reaching a pallet/window or for another rotation on a small loop. But if you read the post you would see DH becomes a perk for specific use, countering special attacks.
Like I said in the OP, if you think when the distance goes the perk is useless you arent understanding the perk at a high level and are using the easy and broken part of it
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