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!
Dead Hard Nerf Idea That You'll Probably Hate
IMO the most inexcusable part about Dead Hard is that each time you catch up to a survivor you have to wait 3-4 seconds just in case they have it. Its incredibly boring in an otherwise fast paced game of tag.
One way to nerf it but still make it useful is make it so if the killer is close enough and attacks normally, you still dodge it no problem. But if the killer is on top of you and lunges, you still get hit after Dead Hard. Basically just make the jump distance shorter so its not the guaranteed get out of jail card it is today.
I know literally every survivor main would object to this but in my mind, this is fair. If killer attacks normally or lunges from further away, you can react with Dead Hard to dodge it but its no longer a 100% guarantee in chases and using it for distance is less effective.
IMO that would make it good but not broken.
Comments
-
Except that the issue still with DH isn't dealt with; DH for distance.
A survivor using it just to dodge hits aren't the survivors that make it broken. No killers (or at least no killers in higher MMR) care about survivors that use it to dodge, it's the survivors that use it to get to that pallet or window they SHOULDN'T have been able to get to and now just extended the chase by 20+ more seconds as you have to restart a loop chase once again...
This does nothing to address that as any survivor using DH correctly doesn't need to worry about dodging your swing
3 -
I don't think this really addressed DHs biggest issue.
The problem with the Perk is, that it's the only exhaustion Perk in the whole game that lets you use it at any point in time that you want. Every other Exhaustion Perk has restrictions placed on it that allow the Killer to anticipate and try and play around it: Sprint Burst can only be activated at the beginning of a chase when the Survivor starts running, Lithe requires a fastvault, Balanced Landing needs you to drop from a great height, etc - but Dead Hard is just a looming threat throughout the entirety of your chase with someone.
What I think needs to be done is that they add an active requirement to the Perk that needs to be fullfilled before it can be used.
My favourite idea atm would be to scrap the whole being injured thing and replace it with "after being in chase for X seconds without getting hit, Dead Hard activates" (I am still unsure about whether that timer should reset when chase is broken or not).
The problem I have with your idea is, that it just nerfs the already weakest part of Dead Hard, that being Dead Hard to dodge a hit, without really addressing why the Perk is so strong, that being Dead Hard for distance - which is a result of them being able to use it whenever they want.
2 -
This is absolutely the issue. This is why I run it. Not because it's a good ability. The ability is crap. 3 second sprint is far superior then a crappy dash. What makes Dead Hard strong is that there is no condition and you can simply activate it anytime you need it. It's 100% reliable and always there when you need it. There is no way to balance a perk like this without gutting it. Reliability is the most important thing there is.
It needs to have a condition to activate. And I think I have a good idea for nerfing it.
Maybe it becomes active for 30 seconds after taking a hit?
1 -
The killer's lunge is longer and faster than Dead Hard already. If you time your attack at the same time DH comes out it is guaranteed to hit the survivor every time.
This is already the case and you can prove it by comparing the Dead Hard speed and distance to the lunge.
2 -
I like that idea too!
though I would buff that number a bit, 30 seconds after a hit is usually not long enough for you to need to use the perk again. If it was something like a minute, then I think it would work.
0 -
Numbers can always be changed. 1 Minute should be fine too.
0 -
Its already the case that you can hit the survivor if youre right in his back even though they use DH. Its obviously a timing issue on your side.
0 -
Gonna spread an idea thats not mine, but I think is really good. Just disable all interactions for the survivor after using dead hard for 3/4/5 seconds after use. That way it would be used more to avoid hits while negating the distance to get to a pallet, window, or whatever.
0