Prove thyself is way better then Dead hard
Simple Dead hard can be used once and that's it because the killer can just ignore it and your screwed as Prove thyself going on a gen and it's done way faster and is perfect for SWF three gen problems. I dislike Dead hard because it's just a waste of a perk slot it's a one use perk I don't get what people see in it I'm just sick of my teammates using the perk because the match ends up with them dead.
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Well, you're allowed to be wrong.
Post edited by Pulsar on22 -
And 2020 was the best year of all time.
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I'm not overly a fan of what I call 'situational perks' i find them a bit of a waste and I've never really used Dead Hard because of this. I prefer perks that give you a more consistent experience throughout the map but each to their own.
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A single smart use of Dead Hard can add a solid 20 seconds to a chase if the killer actually decides to keep chasing the Dead Hard user. It basically hits the reset button on the chase to start over from scratch if you time it right. And it's usable multiple times in the match, it's not a "one use perk".
Not that Prove Thyself is a bad perk, it's a good one. But it's not "way better" than Dead Hard, Dead Hard could be the best survivor perk in the game currently.
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I mean- They aren't the same kind of perk at all though?
Dead Hard is used to extend chases, Prove Thyself is a perk to make the objective go faster.
That'd be like comparing BBQ with something like Enduring or Ruin. They serve very different purposes.
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You and your teammates will get better and understand the optimal usage of various perks as you play more.
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...No. No it's not.
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Say "psych" right now.
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I use Prove Thyself primarily for the bloodpoints. I'm not trying to downplay the perk's potential, but the points really are the main reason.
Being able to reliably fill all 8000 of your Objective from 1 plus (less than half) a gen feels great, and really makes me feel more comfortable having more points and then being free to get more rescues or take time being chased.
also DH totally is better, has more potential and everyone uses it. It's even got a presence when nobody is using it, just like old DS
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Dead Hard is the best perk survivors have bar none although my personal hot take is prove thyself deserves a spot in the top 5.
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I mean both perks are good for there own reasons...
And one isn't necessarily better then the other
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Hard disagree. Dead Hard may not give you value every single match every time, but it doesn't need to. Its mere existence is enough to make every killer assume everyone is running it until they see another exhaustion perk being used, pretty much like Decisive Strike, you may not be running any of them, but most killers will wait until they are glued on you before swinging, and if you've been recently unhooked, they'll also leave you in the ground. And also, there is the uncounterable distance DH to jungle gym/godwindow/godpallet/LT, those basically reset chases, and if the structure is powerful enough, may even end it as killers won't be willing to spend all the time gambling mindgames only to see them being bamboozled and the survivor running to the next structure if they lose it.
Prove Thyself is really strong, but it's main effect is to make unefficient gens efficient.
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April Fools already happened this year...
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"Waste of a perk slot"
"80% of survivors at high MMR use it"
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You can't really compare these two perks. They have very different functions - it's like trying to decide whether a medkit is better than Decisive Strike or if Lethal Pursuer is better than Pop Goes the Weasel. Dead Hard allows you to loop longer and play more liberally with your resources. Its effectiveness hinges on how well you route, how much the killer chases you, and the killer's willingness to switch targets (as you can get more than 3 uses if you're left to recover.) It's less effective against instadown killers or ranged killers with low cooldowns, and does nothing if the killer spends most of the game chasing other players or if they force a hook trade. Prove Thyself increases the efficiency of multiple survivors piling on a single gen. It does its best work against Ruin/Pop/Pain Resonance and in mid-lategame situations when there's enough survivors free to pile on contested gens, but can encourage bad habits in the early game when survivors should be splitting up. It's less effective if everyone else is occupied or the killer's power/perks penalize clumping together. It does nothing if the killer aggroes you for most of your time in the game.
Also, no it's not. Beginner and average players tend to Dead Hard to avoid hits out in the open and go down five seconds later, but good players can use it to extend chases drastically by using it to reach a pallet, throwing it, and moving on to the next tile.
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What game are you playing? lmao
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No but once dead hard is nerfed, this stupid perk will be next on the choppin table
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No perk is better than DH
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Well, Sprintburst is, but its a similar scenario as 2020 Nurse and Spirit. Nurse was objectively the strongest killer, but Spirit was so easy to use and get hits with that Spirit had a higher succesrate. Sprintburst is objectively the strongest current survivor perk, but the ease at which you can use Dead Hard gives it a much higher succesrate.
A smart use of Sprintburst gives you 30 seconds to a chase which gives you at least 20 seconds of those seconds to recover exhaustion mid-chase. You could in theory use SB infinitely often against everyone, except current Blight due to Alc Ring, and only use pallets to prevent hits. You cant use Dead Hard that much, you'd be quite lucky to use DH twice in 1 chase. The distance you gain from DH is not enough to lose chase, and thus not enough to remove bloodlust.
But the amount of mindgaming skill it takes to keep using SB over and over and over again is quite a big gap between how little mindgaming skill it takes to use DH. DH still requires skill to use properly, but its not the skill that people consider is in need of a reward. Its a similar situation with old Slinger mechanics, where he could instascope you and there was practically nothing you could do. It required skill to do, but it wasnt a skill that people considered should be rewarded.
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Sprint Burst is a solid perk, it’s main weakness is that it’s only typically usable at the very start of a chase. Dead Hard is usable instantly as needed whenever you want so it’s a lot more flexible like you said. I think that flexibility probably outweighs the raw distance difference Sprint Burst grants. A similar argument applies to Overcome and Lithe and Balanced Landing, they all give more raw distance boosts than Dead Hard but are less flexible. And on top of that, Dead Hard has the secondary function none of the others have, namely it can also be used to dodge an attack based on reacting to the attack animation. While the distance boost is the stronger aspect, most matches do have the invulnerability come into play at some point as well.
If Dead Hard didn’t grant invulnerability it would be tough to tell whether it or Sprint Burst was better overall. With the invulnerability built in to the perk though it greatly expands the potential utility of Dead Hard which is why it’s due for a nerf and Sprint Burst might not be.
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🤣🤣🤣🤣
Nice bait, but you need to try a little harder 🤣🤣🤣
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tf
how are these perks even remotely similar?
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hahahaha dead hard for distance doesnt exist ahahhaha dead hard is bad ahhahaha so many people use it because it's a useless perk ahahhahahah it totally can be countered when someone uses it for distances hahaha wait I forgot dead hard for distance doesnt exist hahahahah
ignorance is a bliss
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