General Discussions

General Discussions

dead hard is making killer not fun anymore

Member Posts: 170

When I chase someone I dont have fun anymore. Every survivor is going to punish my good play. Theres never the thrill of danger, the survivors are always safe. Even after a they dead hard, it's not satisfying to down a survivor because of how much time they've gained in the chase. I love this game, but every killer game is torture.

Please BHVR, do something.

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Comments

  • Member Posts: 1,252

    I bet you quite never make good plays that get punished by DH, cause that not how survivors play with DH.

  • Member Posts: 1,224

    If you expect every survivor to have it then you take away the surprise factor that makes it strongest on first use. Move your mouse up and down when you get close to bait it out and use perks and add ons that affect exhaustion. It is strong but can be countered.

  • Member Posts: 575

    Anymore? The perk exists since 2017. It's almost as old as the game itself.

  • Member Posts: 170

    Ever since it got validated, the survicor is always favoured in every situation.

  • Member Posts: 4,841

    That's not how validation works. What changed is that a lagging killer is no longer unfairly advantaged.

  • Member Posts: 801

    I agree with you man. As someone who mains Myers DH literally single handedly causes me to lose games. You can fully expect DH to be used for distance to god pallets every game. It's very dumb.

  • Member Posts: 587

    You can always run Blood echo which works really good against DH instead of creating daily complaint posts because you don’t want to sacrifice 1 slowdown perk for it.

  • Member Posts: 155

    I play all killers, mostly M1 killers and i dont have problems playing against survivors with Dead Hard.

  • Member Posts: 3,259

    I don't have an issue with it, but then again I don't play bottom tier killers so maybe that's the issue

  • Member Posts: 1,317

    Here we go again. This road.

  • Member Posts: 7,525

    Yea like, you caught up to the survivors because

    1. They knew they could play the loop once more because of dead hard

    2. You're literally faster than them

    3. You could be bloodlusting, which is the killer making a mistake looping (in most cases) and getting literal free speed (and folks, this is actually "free" because it requires no perk slots etc, it's just a speed boost, not the 'free' dead hard because you equipped it kind of free)

  • Member Posts: 707
    edited May 2022

    Which honestly reinforces how frustrating this terrible thing is. Even without DH, if survivors play semi well you have very little time to actually hook them to kill them. The simple math of time to kill vs. average gen speed is simply not on the killers side. DH takes this problem and multiplies it by 2 at least.

    Really I think it's more a frustration factor then a balance one at this point. Hence why there's so much ranting about it.


    The thing is that if killers were offered the ability to trade NOED or even three additional killer perks to be removed to get rid of Dead Hard they would take that deal without hesitation.

  • Member Posts: 7,525

    So?

    A lot of people say that "Dead Hard just fixes survivors mistakes".

  • Member Posts: 698

    I mean if DH is the #1 used perk in the game (50% pickrate) compared to COH and Noeds 12% and 19% pickrate that should say something considering noed is the second most used perk.

  • Member Posts: 285

    Me too, and I know it sucks to miss a blink because of one BUTTON but you can just easily bait it and then down them in the next blink, DH will save you against a Nurse once but it cannot extend a chase to the level that it can against other people

  • Member Posts: 1,379

    So what makes DH problematic?

    I'm not addressing that you said DH in a dead zone or into the wall because 95% of community agrees that's not the issue with perk.

    This "Greeding loops" and "DH for distance" is a issue all around. As i've said multiplae times before. The survivor community isn't ready to talk about risk-reward, especiallly the fact tghat they are more focused on the 1v1 and not the 1v4.

  • Member Posts: 520

    Shaming one of Davids perks? Thats homophobic dude.

  • Member Posts: 3,219

    Except... the counters for it are extremely worthless since you need to injure them first then hook them and mind breaker does absolutely nothing. Also I'm pretty sure they're talking about dh for distance which has no counterplay.

  • Member Posts: 1,590

    Since a large amount of the killer roster struggle with it a lot, it should definitely be looked at.

  • Member Posts: 3,219
    edited May 2022

    Except that... by the time you even get to use it 2 gens would be left? That perk is only good on a few killers and they can still just negate it on one of them.

  • Member Posts: 3,904

    The kicker is hit validation. DH used to be a crap shoot because you’d end up exhausted on the ground. It was the hit and miss error laden element of it that made it balanced.

    Without that it’s kinda broken so everyone runs it because it does so much for so little.

    It either needs some kind of drawback that can result in it’s failure or changing the distance gain or iframes.

    It’s perfectly good perk that does what it should but with validation being what it is it now does it a lil too well.

  • Member Posts: 4,699

    I would prefer if dead hard was changed in a healthy way so that its not unfair for killers

  • Member Posts: 170

    Against a good survivor, no you can't. If they break line of sight (which they will), you need to use your first blink to get LOS or close enough and then use your chain for the hit. You don't have the facilities to "bait it out", they just get a free extra health state and it makes chases just not fun after a dead hard.

  • Member Posts: 2,752

    The thing is that if killers were offered the ability to trade NOED or even three additional killer perks to be removed to get rid of Dead Hard they would take that deal without hesitation.

    Killers would have an aneurism if the developers really did get rid of NOED for DH. But, if the developers are willing to get rid of DH and 3 Killer perks, could I suggest NOED, BBQ and Ruin?

  • Member Posts: 28

    If the grind is not to much, yes you can. BBQ is just to the BP mate.

    Ruin lasts 2minutes, TOPS. With unduying.

    And NOED is end game, its a perk used when the Killer is pissed that he faced 1.000 DH that day.

  • Member Posts: 707

    As far as I'm concerned? Deal. Obviously I can't speak for every killer and certainly some would hate losing NoED but I agree it's too easy to abuse it and it's not healthy for gameplay even if it isn't overpowered. I agree on it's removal for the same principal of removing dead hard.

    Of those I only use BBQ and would still use it if it only gave the bloodpoints and no aura reading. I was going to make a thread on this at some point about bloodpoint giving perks on both sides like We're Gunna Live Forever and BBQ. You should just always get 100% bloodpoints, you shouldn't have to use certain perks to improve your bloodpoint earning. I mean if you really want to attach it to hooking or doing rescues fine (and generators), but whatever.

  • Member Posts: 1,684

    Daily dead hard thread to keep annoying the devs

  • Member Posts: 2,617

    Why would you ever want to get rid of a perk that encourages not camping? Ruin is pretty useless as well unless it's backed with Undying and possibly Haunted Grounds if the survivors knows where most of the totem spawns are.

    I think NOED should be nerfed as well but that's a what about situation. DH is overpowered and needs a nerf.

  • Member Posts: 333

    i think it's obvious why. the 2 most effective chase perk setups for killer are nothing in comparison to dead hard.

    bamboozle is best used to make overpowered loops in certain maps balanced and is not very useful in most common loops such as t wall or j wall where you should not vault anyway. spirit fury + enduring is a combination of 2 perks that functions more like a bonus hit every 2 chases, but it's completely useless if survivors pre-drop pallets.

    every other chase perk (brutal strength, blood favour, stbfl, et cetera) are either severely constricted by a negative (lose stacks if you hit obsession, bound to hex totem) or simply not worth a perk slot (slightly faster pallet break animation). this is also why killer meta is mostly gen regression perks because detection perks are generally redundant if you are an experienced killer and chase perks are simply not worth it.

    meanwhile dead hard - extend chases by at least 1 more loop if used correctly with the cost of 40 second cooldown (that ticks only when not running, which is natural as not running usually means fixing a generator, breaking totem, or healing so it's not really downtime)

    i want them to keep dead hard because dead hard gives the chase more depth than running and occasionally pressing space, but there needs to be a counterpart to this for every killer. it's quite overpowered and has been for years.

  • Member Posts: 3,304

    They should rename it dead fast atleast. Its not exactly hard to sprint forwards by a couple of meters.

  • Member Posts: 1,294

    DH should make players Broken for 40 seconds in addition to Exhausted - and make it so that the perk cannot be reactivated until restored to full health.


    At that point, at the very least, you can leave a DH user and have confidence that they've burned their card. If they want to use it again, they're going to have to wait 40 seconds and THEN heal up.


    It would still be strong, but at least you won't feel the need to push on with a chase if you see them use it - they traded their ability to use it again as well as their ability to heal up for their escape.

    And for the rest of the match, if you keep pressure on their team and prevent them from using healing items and perks - you can deny its use.


    Survivors get to keep their boring crutch perk.

    Killers get enough guarantee of value to leave chase and can pressure the perk out of use.

  • Member Posts: 2,687

    I really like the idea of after deadheading making it impossible to vault or drop a pallet for 3 seconds

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