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I don't understand one thing about new Dead Hard
Why would a killer, an "unstoppable force to be feared", need to wait for the survivor to use a perk and then hit.
When I was thinking about a new version of Dead Hard I was hoping that this stupid wait behind a survivor would be over and that I could finally attack without playing like every survivor has it.
Before: I needed to wait behind a survivor, he used dead hard and he was safe (clearly outplayed)
Now: I still need to wait for a survivor in case he has dead hard. Every time I'm at a loop and I don't want to swing early in case of dead hard, the survivor could make it anyway to a window or pallet since he knows I will wait and I know he will use it anytime he wants.
Does it require more skill? Yes, because not every time you make it, but the problem is still there. I shouldn't play like every survivor has it (unless I see that they're using other exhaustion perks).
Same goes for survivor where I shouldn't play like every killer has pain resonance, but that's another topic.
There are over 200 perks in this game but you always expect the opposite side to have the same 2 or 3
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You can say that about a lot of game mechanics though. How is it that killers are so susceptible to flashlights? Some of them don't even have eyes! How is it that a survivor can simply vault a window and book it? (Lithe)? Actually, when I think about it, Lithe is really annoying. 😅 But it also requires skill to use.
The new dead hard is fine to me. There is the odd occasion where the timing is so good it can still be used "for distance" but it's not the same as the old one. Plus all exhaustion perks except head on are used for distance in mid-chase.
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It's a stupid perk desing still
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Well, you don't technically have to. The perk is designed to give them that extra hit, so a killer would hit.
But a video game player aware of the perks can understand how to counter it, hence why we wait.
If you really don't like it, just stop waiting for it.
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Dead Hard was always a terrible idea; people told them when it was in development and Mr. 'was it a skilled play at all?' told them it would be fine. 6 years later they finally nerf it... and it's still a meta, nonsense perk
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The fact that you have to wait to hit a survivor is what makes the perk broken. It's not like any other exhaustion perk, where you wait because you'll whiff because they're actually speeding up and gaining distance. It's literally just, "Oh, you were gonna down me? Now you don't." Why do we call the perk the perk healthy when it literally prevents killers from lunging? I want to be able to play killer and lunge, because I can. Is that too much to ask for? I can't believe they nerfed Dead Hard and we still have to be scared to lunge. We were fools to accept that because it's a reaction to a hit, rather than straight-up i-frames and distance, that it was gonna "take more skill". It takes none to begin with.
Exactly. Let's just accept that, like boons, Dead Hard is a bad idea. If you have to completely change the perk for it to be balanced, then that's what you gotta do.
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This. Killer lunge at this point makes little to no sense in a game where dead hard is a thing
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They nerfed DH wrong. They even said it themselves that they were looking at the “third health state.”
I always said the best way to fix it, was to take away its iFrames. Make it so it could only be used for distance, and if survivors were not careful- killers could down them during the animation. I would have even gone as far as slapping on an additional 30-45 seconds for the exhaustion penalty, so if the killer did a quick slug & that survivor got right back up quickly- killer wouldn’t have to deal with DH again.
The third chance is the biggest problem with it now, and even more so before.
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Dead hard now is OP used when going through a pallet, forces the killer
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'Dead Hard' was initially designed to work perfectly with 'No Mither' (another 'useless' D.King's perk). You can feel this perk (DH) stupid or bad designed but it was a famous perk well-known for every survivors. Bugged since the 'exhaustion on the ground' thing, until the dedicated servers. Even with that, this perk was used & abused (no exhaustion effect previously if I recall it correctly, just to have to mend after the use).
With the last remake, this perk is again & will ever be an useful & 'easy' perk to use even if this use can be a problem to work as expected. The survivors has adapted his use to be efficient against the killers, and killers has adapted their gameplay to counter it the most efficiently as possible or 'without effort' & just a bit of patience...
Nothing new in the topic about the DH. You like it or you don't...
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I'd argue the opposite. I was always far more frustrated when DH was used for distance over it being used to dodge a hit. Yes, it was frustrating still, but being cheating out of a hit through no fault of your own (distance) felt worse.
I'm glad that they kept the dodge a hit and removed the distance. It's far healthier now than it ever was, especially since the timing is so narrow.
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Dead Hard on reaction was always the most awful part of the perk for me. Telling killers they aren’t allowed to lunge, and telling many killers they aren’t allowed to use their power to hit a survivor, is a very awful perk design.
The worst part is the perk PUNISHES killers for having good ping. Server validation is supposed to punish bad ping, but here we are punishing killers for having a decent internet connection.
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While I love the new DH, still on all my builds I do understand the annoying factor that you cant lunge and have to smell the survivors behind to try bait it... beats the distance part though
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I just see it as the killer watching their pray make a fool of themselves before striking. It's extra fun now since the survivors most often run in to hug you as they use it (FOV tech) and then you get to slap them to the ground for their hubris.
The only time it gets me now is when they use it in situations where they can round a corner to a vault and I know that either I swing and hope they don't have DH or they get away and prolong the chase anyways.
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I literally don't understand all the crying about dead hard. Yes I play a lot of killer, and yes it can be very irritating to slap someone and have them tank the hit, but all I have to do is remember they have it and bait it out next time. I NEVER bait out DH until I've seen them use it, and I never have problems.
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There is a small window between dead hard ending and you getting stunned if they throw the pallet afterwards.
Takes a bit to get the timing down but if you are breathing down their neck and they want to use dead hard to make a pallet "always" safe then it will pretty much always result in a down+pallet for the killer
Only time dead hard works like that if is the killer lunges for the pallet which is fine. The perk does still need to provide benifit
There is also the auto dead hard script but if you swing at a pallet when they are at the other side you can trick their cheat program to waste it
I'm personally a big fan of what they did with dead hard. They nerfed it but still kept it useable unlike some other perks
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Why a 3rd health state should be a crime if I'm wasting a perk slot for it? And now the user has to perfectly time to use it... lol
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