http://dbd.game/killswitch
Why does dead hard just constantly fails
The amount of times I press the action button to activate dead hard and just nothing happens is absurd. Is so dumb to clearly press the button at the right moment and the perk doesn't do s**t
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Yeah I've had this feeling as well. Maybe our reflexes are too slow... but several times I had the impression that I clicked dead hard at the right time and yet I still take the hit without being exhausted on ground. I guess I'll have going to record my gameplay + keystrokes and watch frame by frame to see if I was indeed too slow.
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Can’t relate. Mine works fine.
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You on console or pc?
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I doubt it's just me and OP. I watch good DBD loopers on Twitch and they say it too.
In fact, this just happened to Probz right now, as we speak:
Keep in mind this clip literally just happened 2 minutes ago so I'm not cherry-picking one exceptional moment of the stream. And this was a very predictable hit to dodge (lunge attack on a 110 killer right before a pallet) - a player like Probz should have no trouble hitting that.
But as usual, random people on this forum are more skilled than 5000-hour streamers I guess
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Actually, just watch the clip above frame by frame and you can see the DH prompt disappears before the attack, so he actually pressed the key in time, and yet he still took the hit.
So yeah that looks bugged to me.
It's not even frame-perfect, he hit the key around 200 ms before getting hit.
One frame before (notice the Dead Hard prompt)
One frame after (notice the Dead Hard prompt has now disappeared)
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It's a badly designed perk on a game that relies heavily on good ping.
It seems like you almost have to act like your characters 3d model is actually a couple of frames behind you. Because apparently even though you are physically not there, your hitbox is.
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It seems like a ping thing. There are games where I can dead hard to react to a lunge, and there are games I can't. I just played against a pyramid head, whom I was dead harding the second I would see him start to lunge. Both times that game my dead hard never went off.
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Personally, I feel like more than latency being the issue, it's that there's some sort of delay innate to new Dead Hard when you actuate it before it actually activates its effects. I say this because I tested new DH against a high latency killer and hit validation on it still works (although of course, if you as a survivor player have a high latency, that will get you killed despite DH).
With old DH, I was able to consistently proc it in time to dodge stuff like hatchets, blinks, rushes and such, which are pretty telegraphed hit instances. If I died despite having actuated DH, that was mostly prior to the implementation of DH validation, and it also meant that I would see myself DH and then die. With new DH, it's as if I never actuated the perk to begin with, despite being the same person with the same reaction time playing against the same sort of instances. With Nurse it is particularly obvious because now in order to be able to get DH to work with any reliability, I have to basically actuate it while she is charging her blink, whereas in the past it was possible to watch for her blink travel route and only then DH.
So my theory is that either the devs backed a ~100ms delay into the perk after activation before it even does anything, or it's that the servers are still causing a desync between clients, inducing artificial latency which is always to the survivors' detriment.
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Oh good, it’s not just me.
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Probably in killer screen he hit you before you activated it the servers still favour killer in that situation. It's stupid because if killer has bad internet he gets rewarded from it.
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Yeah, this is 100% an issue with latency. The killer is reacting to what you were doing several frames ago, with that number of frames depending on their ping and you having no way to discern that. If they strike before the server acknowledges that you used Dead Hard, they get the hit. It seems to behave more like old exhausted-on-the-ground Dead Hard - perhaps not as egregiously, but I certainly haven't seen a down rolled back into an endurance hit on the killer end of things.
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Not to be a parrot, but yeah, it is a latency issue. Not much you can do about it.
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Thanks for sharing this. I play console and that exact situation occurred in my game last night. Timing was on point and everything but still got smacked... ¯\_(ツ)_/¯
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dead hard is so useless for this reason.
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