No matter what anyone says, please NEVER reverse your changes to Dead Hard. Please.

I don't think the Devs quite realize yet just how much this perk sucked the fun out of this game.

It is was a perk that can be used to-

A: Gain free distance on demand mid chase that results in the chase being extended for 30+ seconds

Or B: Being forced to wait a few seconds every single chase, every single game before swinging and downing someone, just because the mere EXISTENCE of this perk forced Killer's to change their basic instincts and waste time waddling around holding their nuts while trying to see if the Survivor has the 'I pressed E and I win' perk, that can be used on every Survivor, at any point in the game, every single game.

And you know what the BIGGEST bs about this perk was? It is a direct, DEVASTATING nerf to the WEAKEST Killers in DBD, which are the M1 Killers.

The weakest Killers in the game were MASSIVELY crippled by the best perk in the game by FAR, just typing this out is frustrating because of how little sense that makes.

IDC what ANYONE says, this perk was OBJECTIVELY unfair, should have never existed in the first place, and I am ecstatic that it is being reworked. I outright refused to use this perk as Survivor because of how lame it was.

So, thank you to the people at BHVR for finally having the guts to nerf this perk, as an M1 Killer fan I solute you for finally making the game bare minimum 70% more tolerable to play.

Thank you.

Comments

  • KateMain86
    KateMain86 Member Posts: 2,374

    The DH change is going to take a fun factor away from survivors that was the center of the most exciting and fun plays they ever had since it was added into the game. This is probably the riskiest perk change ever for game balance. I don't know what the overall reaction is going to be when it goes live but I do know that if there is enough backlash to its change I wouldn't doubt if DH goes back to the drawing board.

  • ElleGreen
    ElleGreen Member Posts: 1,063

    It made chases fun the mind games of when or when not to use it killers baiting it out etc

  • KateMain86
    KateMain86 Member Posts: 2,374

    For me it won't be much of a problem. I used to use it awhile back but it was more problematic for me than useful because I was never great with the timing. When it did work it was very fun and it did make for some really fun plays for me. DH before the change is a big playmaker perk. Its been the norm for years and people are used to it. Everyone that used it in their loadout is now going to have to either adjust to its change or find another perk to make up for what they lost using it before. How all the DH users receive this change will matter. People like their fun and when that fun is changed and something just as fun is not given in its place then they will likely have a problem with it.

  • KateMain86
    KateMain86 Member Posts: 2,374

    It wasn't the only one but it was definitely the most fun. Players will always gravitate to what works the best and what they have the most fun using.

  • MrCalac123
    MrCalac123 Member Posts: 1,147

    Having an insta win button to extend chases you would otherwise lose is fun sure, but that doesn't mean it should be a thing.

    I'd rather the game be balanced and take the Survivor's broken toy away.

  • Veinslay
    Veinslay Member Posts: 1,959

    Yeah! How are we going to clicky clicky and troll around in front of the killer and then E to the safe pallet if we screw up now??

  • KateMain86
    KateMain86 Member Posts: 2,374

    It was only an "instant win button" if you timed it right. DH required skill to give a positive return on its use. Using it in the wrong spots as well, like near walls, corners or other objects that would stop your movement, would also cause the perk to have negative consequences too. It also caused exhaustion, which disabled the use of other perks that require you not to be exhausted. DH is a perk that offered reward if used right, but consequence if used wrong which was usually a down because you have to be injured anyway. In my opinion, it didn't need to be changed.

  • KateMain86
    KateMain86 Member Posts: 2,374

    And this is why the game will never be considered balanced by the community. The actions of some create a negative stereotype for survivors that is then considered the usual gameplay.

  • Veinslay
    Veinslay Member Posts: 1,959

    Yeah it's purely coincedence that 99% of the players trying to be Aryun or something are running Iron Will & Dead Hard and spend the entire game trying to troll the killer. It's not because the perks are obnoxiously overpowered or anything coupled with poor map design and objective timeliness

  • KateMain86
    KateMain86 Member Posts: 2,374

    No idea who Aryun is and you proved my point. "99% of the players" trying to mimic any particular person is probably less than .1% of the entire player base and yet those are the people that get survivor mains stereotyped.

  • Slowpeach
    Slowpeach Member Posts: 707

    Honestly considering the fact that Dead Hard competes with all other exhaustion perks and still had such extremely high usage? Yeah… I think it’s fairly safe to say that it’s not getting reverted. Every metric supported the fact it was overpowered and used way too often.

    The new version may still be the best exhaustion perk simply because it can be used on demand but at least now it’s significantly harder to use and doesn’t have its versatility.

  • ACleverName4Me
    ACleverName4Me Member Posts: 451

    Dead hard deserves to die. Nothing will change my mind about this. It was the most annoying thing to face and hearing survivors say it's not op or just wait it out when it's used for distance has just made me want to strangle it more. I love David's character and even partly main him but I HATE that perk.

    Surviors always say it's not even that good and yet it's the most used perk in the game for both survior and killer side. Dead hard please stay in the ground and rot.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    If Survivors had fun only because they had a free, uncounterable chase extender, they weren't having fun because of the Perk, they were having fun because of the easy wins the Perk granted

  • KateMain86
    KateMain86 Member Posts: 2,374
    edited July 2022

    I never said DH was the only means survivors were having fun in this game so I don't know why you replied in such a way to imply that. You're completely missing the point which was this perk offered a lot of fun to survivors and the way it offered fun before is changing, which may not be received well on the survivor side of the game. DH is by no means a "free, uncounterable chase extender." This perk requires skill to use successfully and it also had to be used in the right places or even dodging an attack with it can get you downed. I've now had 5 matches in a row tonight that ended in a quick 4k for the killers and all the survivors that had DH didn't helped them out of any of those matches. Most survivor mains don't play this game on a sweaty level so balance changes like this are just going to make the game more frustrating to play for the majority of survivor mains in my opinion.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Whose fault is it that the majority of the Survivor playerbase is bad at the game? The game shouldn't be balanced around the people who don't know how to play the game, simple as.

    If they're not having fun, and also don't want to get good, they should stop playing.


    Also, Dead Hard isn't hard to use, it's only hard for the Survivors that can't look behind them in chase while running in a straight line

  • KateMain86
    KateMain86 Member Posts: 2,374

    And guess how many survivors don't know how to look behind them in a chase while running in a straight line? I've been playing for over 2 years with nearly 2500 hours as survivor and I still see survivors not doing this all the time. I have argued before that this game needs to fundamentally change. How it plays overall needs to change. Saying the survivors who don't want to "get good" should just quit is not the answer here. Its just not reasonable to expect the majority of survivor mains to play like the top skilled players. Its just not going to happen.

  • BubbleBuster
    BubbleBuster Member Posts: 387

    Dead Hard should never have existed. Some situations where Dead Hard is simply unfair:

    • Killer does a mindgame to get enough distance to get a hit; survivor uses E and just deletes the mindgame
    • Survivor messes up and underestimates the distance between them and a pallet/window; survivor hits E and that mistake is gone

    No other perk in the game did that. Not a single one is a mistake eraser but Dead Hard.

    Dead Hard also felt really frustrating to play against as you know you should have gotten that hit as a killer but someone pressed E and just completely removed your hard work or their mistake.

    DS? has counterplay except in end game (slugging, not tunneling, waiting out the timer, simply eating it and then keep tunneling in some scenarios)

    Unbreakable? on the same level as Dead Hard imo BUT there is rarely ever a situation where Unbreakable will win someone the game than Dead Hard + if you don't overuse slugging it should not be that problematic most of the time

    Other Exhaustion perks? they give a head start but once their effect is used the chase will progress normally. Sure they turn dead zones safe, deny an easy first hit but even then, the chase that follows their use if just a normal chase

    Mettle of Man? has a difficult condition to fullfill before granting an effect similar to dead hard

    Borrowed Time? only kinda unfair in endgame near the exit gate but you could ve just hooked them further away + kill the guy that unhooked + if there are a lot of survivors alive to bodyblock you didnt deserve that kill in the first place as you are already losing


    Dead Hard was a flawed design towards killers as it had no counterplay, eliminated good plays by killers or bad plays by survivors with the simple press of E. All other hit denying perks or good perks have conditions or situations to be useful.

  • SekiSeki
    SekiSeki Member Posts: 516

    The only thing fun about dead hard was the interaction with trapper, that's all that was fun. Everything else is, oh I made a mistake or oh let me loop this one more time. That's not fun.

  • SekiSeki
    SekiSeki Member Posts: 516

    Also it does not require skill, just knowledge how to use it.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Man, I didn't know running in a straight line and looking backwards was so difficult, everyone who does that is a comp player

  • rvzrvzrvz
    rvzrvzrvz Member Posts: 1,186

    I think the opposite DH nerf was the only one really needed it's the main problem for killers by far (4 dead hard lobbies), I hate all other nerfs DS, self care, iron will... I wish they just didn't touch botany and calm spirit too

  • CookieBaws
    CookieBaws Member Posts: 619

    DH was the cheapest jail-free perk, nobody with a brain gonna argue about that.

    Shame that it took them forever to nerf it.

  • MommyHunktress
    MommyHunktress Member Posts: 634

    well you dont have to look behind you all the time. i dont and have 2000+ hours. because i run into crap and for the most part i know what killers will do. also yes dh requires skill but not much. what you need to know when and when not to use it? 360 into a dead hard to trick the killer? last second blind to deadhard bait? yeah its not much skill required for a great effect. dh was fun because you could destroy a killer and win the game... but is it an achievement if you dead hard to a pallet?

  • KateMain86
    KateMain86 Member Posts: 2,374

    It took me months to learn how to do this and even longer to learn how to do it effectively and still I don't find myself doing it every time because I'm more focused on finding the nearest vault or pallet. It sounds easy but when survivors are getting chased it all depends how comfortable they are with the chase (and if they know how to do it) on whether they can look behind them during a chase.