Dead Hard could be raised to 0.75 seconds
There are so many times where you will outplay a killer with Dead Hard, only to be screwed over by one extra milisecond. It should not be reverted to 1 second since that gives you basically the same distance as before, but raising it to 0.6 - 0.75 sec could really help. Coming from a killer main that decided to play survivor for a little.
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You wouldn't get more distance if it was 1 second since DH doesn't give you distance at all. But I can agree that it would be helpful if DH was 0.75 seconds.
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No, but you are invincible for so long that you can run the distance that the old dash gave.
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for me the perk is fine , having in mind that perk is about reacting in time to pull a good result and not relying on extra time to tank a hit.
people still dont want to change loudouts apparently , on my experience i keep seeing DHs over an over because people still stick to that perk instead of using other exhaustion perks like "SB" and they still get good results sometimes but not a 100% outplay by pressing E anymore.
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I guess by that logic old undying was "outplaying" survivors at every turn and should get at least 2 totem transfers.
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0.5 is a healthy spot. You can't really force distance but you can catch a killer off guard. The perk is so less used that is does come in to play more, killers are starting to not look for it, giving it value.
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Yeah. That's why I'm saying don't put it to 1 second and instead 0.6 or 0.75 seconds.
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What? How does that even make sense in the context of DH? What logic are you using?
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That because an overpowered perk was nerfed it's suddenly too weak. DH should not be a top tier perk after getting nerfed for the "meta shiftup" BHVR was targeting. Similar to undying getting nuked from being able to transfer hexs 3 times to 1 time max.
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That's fine, but that has nothing to do with the actual balance discussion that I proposed. Saying it shouldn't be top tier doesn't actually do anything for balance. You instead attacked the vocabulary I used instead of focusing on the proposition.
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Ok, let me try to be more clear. You yourself have already pointed out that DH set at 1.0 second means you are invuln for 1.0 seconds = 4 Meters traveled. If you get to a window with 4 meters distance and are just in range of a lunge you are basically invuln if dead hard lasted for 1 second, .5 shortens that distance to 2. .6 or .75 change that distance respectively to 2.4 and 3 meters. The point being the more you bump up the invuln window the more you get back into the DH for distance world. We could say Dead Hard should be .99 seconds because it is .01 shorter than the old version. I think any iteration of DH that has a distance component is broken. Fundamentally bursts of invulnerability/super lunging at the users command with no pre-reqs do not work in this game in my opinion.
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I'm still struggling to see what is wrong with 0.5s.
Old DH was 0.5s and that apparently worked fine.
You have the same period of invulnerability. You just lose half the distance, which was the whole point of the change.
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Saw a dead hard in the wild the other day. Man I feel like for all intents and purposes this was perfectly timed but I still swung straight through it.
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That was way too early. he starting dabbing before the pig even started lunging.
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You are not « screwed over by one extra milisecond » and you did not « outplay a killer ». The denial is real.
You messed up and need to improve bestie. Old dead hard is dead. Mourn it, move on and learn the new meta.
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Not at all. It was way too early.
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As a killer main, I wouldn't mind this. No disrespect to BHVR but they need to learn the difference between nerfing a perk and rendering it useless.
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Let's be real, killers, survivors, 50/50 players, Dead Hard got massively gutted. And I myself wouldn't completely hate if it got buffed to .75.
IF. AND ONLY IF. The crummy dab animation stays.
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I honestly just want this perk to die
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DH is perfectly fine.
People who say the perk are useless arent good with it and need to learn, that may take time but DH is in a good spot, it's still a permanent slot in my build
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Let's wait until they've adjusted the animation before rebalancing the numbers. Those milliseconds could really be only an issue, because the animation doesn't fit 100% the action yet.
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Literally how would you know
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Yeah, this makes sense. I agree with you.
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