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How would you nerf Dead Hard?

AnchorTea
AnchorTea Member Posts: 1,021
edited May 2022 in General Discussions

So yeah its basically 100% likely that Dead Hard will be nerfed in the upcoming months. One big challenge with this perk though is that nerfing it without making it obsolete is difficult.


If you remove the invulnerability, the distance can still extend chases (reaching to a god pallet or jungle gym window). Now if you nerf the distance it would have to be just long enough to matter but short enough to not be useless. That may be easier said than done if you look at the math.


How would you nerf Dead Hard? There could be so many creative ways of implementing this.

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Comments

  • AnchorTea
    AnchorTea Member Posts: 1,021
  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I would nerf it by removing the invincibility and leaving It only for distance. You can also slightly shorten the distance

    Removing the distance would basically kill the perk and many killers would agree using it to dodge a hit had too many counters.

  • Sakurra
    Sakurra Member Posts: 1,046

    No idea

  • RiskyKara
    RiskyKara Member Posts: 804

    Each use of dead hard gives you a penalty of -1000 BP. Maxed at 10,000.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    Honestly? No clue. If the nerf is more like a rework, then it's likely going to be worse than current Dead Hard because current Dead Hard is just that good. If they nerf it by removing too much distance, it won't be nearly as good. If they nerf it to make it distance only, it's worse.

    I'd personally just re-work it. I'm not sure to what, but something fitting David's personality.

    ¯\_(ツ)_/¯


  • TMNoThumbs
    TMNoThumbs Member Posts: 120

    I think this is great . It remains useful while limiting the over powered aspects.

  • Sakurra
    Sakurra Member Posts: 1,046
    edited May 2022

    I have a idea now. Everytime after using dead hard you are running slower for 3 seconds (or more)? Because, you know, you are tired.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Well removing the distance would make the perk bad since killers can easily counter it. At least with reducing the distance it can be more skillful since it would require the survivor to plan out when it's best to use it for distance.

    It's an exhaustion perk it should give distance

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    2.5 seconds seems a bit much doesn't it. Why not 1 or 1.5 seconds

  • pseudechis
    pseudechis Member Posts: 3,904

    This is probably the most sensible take I’ve read on it yet.

    DH was always good it was just inconsistent due to how hit validation worked. What beefed DH into the sky strength wise was reliable hit validation.

    You’re safe with dead hard, you’re safe with pallets, you’re mostly safe with windows now. Maybe the issue isn’t DH specifically but rather hit validation as a whole.

  • hatchetChugger
    hatchetChugger Member Posts: 442

    Rework it. Make it something relating to his personality. Maybe rugby?

    My idea is for it to make him more nimble. Things like changing directions quickly, and maybe faster vaulting.

    I think it makes sense because in rugby you are weaving through the other team a lot.

    No clue if it should remain activate-able, or activate when doing the action related to the perk, like Quick n' Quiet.

  • RenDesune
    RenDesune Member Posts: 246

    Either rework the perk entirely and just get rid of the entire concept.

    Or give the perk obligations the survivors have to meet before using it. Maybe you have to he in chase while injured for blah blah blah seconds before using it.

  • OniHatesSWF
    OniHatesSWF Member Posts: 85

    Remove i frame, and can't vault / drop pallet for 3 secs after pressing E. Force survivors need to DH earlier, let killer have the chance to mind game instead of "OMG there is a window/pallet just suck my DH killllllllllerssssss".

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Cut the distance in half. GG wp

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    Wrong. Recall using Coup de Grace before they nerfed it and how even after they dead hard perfectly, you would follow them and still hit?

    With the distance nerfed if you are close enough you can just lunge and it will connect unless they deadharded in a wildly unpredictable direction. It would still dodge the normal attack and lunges from afar.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Make it once per trial and you can't drop pallets or vault windows for 10s

  • Dead_Harder
    Dead_Harder Member Posts: 1,370
  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    Almost like a 3rd health state, after taking a hit that would down you, you can struggle on running for another 10? seconds before falling.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    I'd give No Mither Dead Hard's effects (I-Frames and dash), and rework Dead Hard from the ground up

  • Bran
    Bran Member Posts: 2,096

    Simply put.

    Cause them to not be able to use Windows or pallets after using it.

    That way it will become a tool to efficiently loop while having a risk in losing due to not using it effectively and won't give survivors an almost gauranteed increased chase time.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Any change to Dead Hard needs to keep it so that it is as powerful as all the other exhaustion perks. In other words it needs to get you about 5 seconds worth of distance.

    How do we do that?

    Add an action interrupt when you use dead hard (Doctor power is an action interrupt for 2.5 seconds). This means when you use DH you can't throw a pallet or vault for 2.5 seconds. This means the power is now used to dodge an attack, not to chain your loop so you can keep looping.

    DH would then exist to use when the killer swings so you don't get hit. And during the killer's recovery timer you can use the distance you gained to get to a vault or pallet.


    This would entirely remove "dead hard for distance" so you can get to a pallet or vault. This is what breaks the perk currently.

  • Harold_Shipman
    Harold_Shipman Member Posts: 737
    edited May 2022

    it is no longer an exhaustion perk and instead consumes tokens which are acquired by cleansing totems.

    Actually, I'd do this with all the meta perks, imagine only having a maximum of 5 of any combination of DS, DH, unbreakable per match.

  • TurboTOne
    TurboTOne Member Posts: 347

    The Problem is: if you remove the I-Frames, you can still get hit even when using Deadhard wich will make the Perk seem useless to many Players while still having the annoying Part of Distance that can Frustrate Killers so much.


    But if you take away the distance, then Survivors will complain that it is useless now and Killers will still have to wait out Deadhard wich is also annoying.


    Maybe something like: keep the distance but after using it you cant use any pallets or Windows for X Amount of time.


    Or: You get invincebility for like 1 second, and if the Killer Hits you in that time frame you will not get hit and make a small dash forward. (Maybe like half the current deadhard distance) and if the Killer doesnt hit you, you get a 20 second Cooldown before using it again.


    Or Maybe put both effects together:


    After pressing the active ability Button (E) you dont take any damage for X Seconds. But lose the Ability to use Windows or Pallets for X seconds. If the Killet Hits you during this time frame, you will ignore the damage, make a small dash forward and get the exhausted Status Effect for 60 seconds. If the Killer does not Hit you, you have a 20 second Cooldown before you can use it again.

  • Gibberish
    Gibberish Member Posts: 1,063

    Remove the dash, make it a standing dodge.

  • fogdonkey
    fogdonkey Member Posts: 1,567

    You need to mend and also applies all other kind of negative effects: blindness, oblivious, mangled, hemmorage, etc.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    With range nerf, you can still dh to a pallet, you can still change direction last sec and dh to a wildly different place making it harder to follow you with a lunge and what i said is basically only possible if you are right behind the survivor and then lunge. You can still reaction dh normal attacks and lunges from a bit further away. With a range nerf dh would still be good, it wouls simply not be uncounterable.

    I'm not saying no distance btw, just something like 50% range reduction with still the iframes and being able to make it to a pallet.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    I would give Dead Hard a 3 second speed burst instead of a 1 second speed burst. Then it would be in line with other exhaustion perks.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    You can only do it while your injured, while Speed Burst you can do while your are injured or while you are healthy.

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    It removes the main issue i have with the perk, ie coming behind a survivor and having to wait 4-5 seconds just to bait it out which feels clunky. Though sure, agree to disagree.

  • Viskod
    Viskod Member Posts: 854
    edited May 2022

    But you don't have any control over that without significant effort. It happens automatically when you start running.

    Balanced Landing needs a fall.

    Lithe needs a vault.

    Overcome needs you to be injured from Healthy or hit while injured with Endurance and happens automatically.

    Smash Hit needs a pallet stun.

    This change just needs you to press E.

    That is probably the dumbest change that's been proposed yet.

  • KerJuice
    KerJuice Member Posts: 1,913

    By removing SWF from Public Matches. Actually, thats exactly how I would nerf everything that needs balancing.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    So you buffed Dead Hard to be an on-demand Sprint Burst with a single "downside" (not really)

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Well you also only run straight. So you have to be injured and you only run straight.

    Sprint Burst can be done at any time and you can control the movement.

    I'm joking, I'm just tired of seeing Dead Hard threads when the developers already said they were going to change the meta.

  • Khar
    Khar Member Posts: 640

    I'd remove it entirely. A perk like this does not belong in game.

  • TheArbiter
    TheArbiter Member Posts: 2,622
    edited May 2022

    After using dead hard all pallets and vaults are blocked by the entity for 5/4/3 seconds. There problem solved

  • Viskod
    Viskod Member Posts: 854

    This is the answer. Anything else is just putting a band-aid on a flawed mechanic. Overcome is what Dead Hard should have been.

  • NOCTURN_05
    NOCTURN_05 Member Posts: 101

    Dead hard doesn't just need a nerf, it needs a complete overhaul. It sucks for those who use it, but the perk always has been just a bad idea even just in concept. Every exhaustion perk has some kind of special trigger, some specific situation or limitation, and they shouldnt be activatable just by pressing a button. Of course dead hard requires you to be injured, but so does overcome, an injury exhaustion perk done right. Other second-chance perks have a requirement too which is only activated by the killer choosing an unfavorable strategy. Dead hard has no such limitations. Under no circumstance should you be able to just press a button and negate both hits and close quarters with the killer. It's just bad design, and needs an overhaul. Which is unfortunate since it's become so incredibly renowned that half of its users dont seem to know what to do without it. So that's the real hurdle here. How do you rework and remake a better designed deadhard without completely deserting its current high user base?

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Your the only person I've seen mention "risk" and honestly that's all the perk needs. A risk factor, but let's be honest. This community isn't ready to talk about risk/reward!

  • BenOfMilam
    BenOfMilam Member Posts: 911

    I think that's the best option. It keeps current Dead Hard in the game, but with a major downside (which is also telegraphed).

    I would personally turn Dead Hard into Overcome for Your Friends. Taking a protection hit gives your nearby injured teammates a speed boost, making it easier for them to peel so you can take aggro

  • Jirobeko
    Jirobeko Member Posts: 67

    I feel it wouldn't be fun if I could more easily hit and down the survivors.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623
    edited May 2022

    Your 'Overcome for Your Friends' is pretty good, and fits really well with We're Gonna Live Forever

  • GreenDemo
    GreenDemo Member Posts: 276

    Les think for a second. What do other exhaustion perks do ? Give a speed boost and let you make distance (nvm, remembered that Head On let's you turn a locker basically into a pallet to stun a killer).

    Dead hard gives you the least distance, but in return gives invurnebility.

    In order to nerf it, they should either remove the invurnebility OR work on hit validation.

    Yeees, the invurnebility and distance is still annoying, but dead hard shouldn't be this all might "remover of mistakes". I know earlier it worked as intended (you dodge a hit, but the hit goes through you), but sometimes left people exhausted on the ground. I also know that I don't know how hard it is to program and even how long it took to fix the old hit validation (as in move it from a client side to a server side if i remember correctly).

    So ye, those are my thoughts. I know if they keep the distance it will still be annoying and extend chases, but atleast it won't be as ridicoulus (like how you can dodge over a bear trap, or not get affected by doctor shock, or how you can basically tank a hatchet and shield a survivor from it and all the other stuff that I don't have time or there isn't a need to list)

  • Impailer
    Impailer Member Posts: 97

    Keep hit avoidance but remove speed burst for distance.