Current Dead Hard is fine...with one glaring exception
I think the current version of Dead Hard is fine, it rewards survivors for good reads and mind games, while not breaking the game in half by allowing everybody and their mother to extend chases with hilarious ease just by pressing the E key
HOWEVER, there is one *small issue*, that being Dead Harding at pallets
At windows it's fine, unless you somehow space yourself out perfectly, you will go down at a window if you fail the DH due to you either medium vaulting the window if you DH too close to it, or just because the killer is right on top of you and can down you anyway, at pallets though, you're pretty much completely fine unless the server lags and eats your input, if you DH and they swing, you get away, if you DH and miss, the killer has barely any time to hit you if you're right on top of the pallet
So i propose a small change to the perk, If you use Dead Hard and miss, you become unable to throw down pallets for 1 second
A simple fix to a pretty glaring problem
(that and patching the stupid Auto DH cheat but that's beside the point)
Thoughts?
Comments
-
Do you know how short 0.5 seconds is? You can DH the moment the killer starts their lunge animation and still go down before it ends because the endurance from DH expired. That’s how short it is.
Timing is everything with the new DH and if they manage to pull it off, they deserve the speedboost they get even at pallets
13 -
We need to let the vendetta go. Old dh is gone, and half the time, they get hit through it anyway.
3 -
I also feel that DH is back at the top of the perk food chain, with some matches sporting 3 or 4 DHs and the survivors all know how to use it, but nowadays I hardly care. Its not like back in the days, when survivors danced on your nose all game and then, when you should have rightfully cornered them, just DH to safety while you died a little inside.
Yes, you have to have DH in the back of your mind when you chase a bunch of survivors and can't mindlessly flail away all the time, but often it's rather obvious when they are trying to use it.
I give it to you, the perfectly timed DH in front of a palette feels like a lose/lose situation, but it's rare enough that it doesn't effect me every game, and I guess such a moment of triumph for the survivors for a well executed move isn't a bad thing. How often do you get a survivor juuuuuuuuust with the tip of your weapon when they vault the shack and you feel that flush of triumph yourself? We can't just take all this cool moments away from the game, unless we want it to be hollowed out and left as a husk, devoid of any surprises or excitement.
2 -
it's not that hard to force endurance hits in pallets, and the animation that plays out is more than enough to eat a lunge. The only times it sucks to use is if the killer is right on top of you because them making a quick attack is unreadable, so it's doubtful that you will be able to guess when they will swing. Other than that, I don't think using dead hard at pallets is that difficult. Most of my friends I play with agree that most of the time, the only real sucky thing about dead hard is latency because even a little bit can make it dead hard not to do anything.
2 -
You can't use the pallet while dead harding, so there will always be a gap in time between the active frames and the drop. Considering the possibility of trading, I think its perfectly balanced in that regard and pallets are a very smart and fair usage. The killer can make a choice to swing or not if it would be the deciding factor, and their choice and timing have agency in the outcome.
2 -
no, its already the only exhaustion that has a time sink built in when you use it effectively. no other makes you mend for 12 seconds each successful use
0 -
Making a problem where there is non. DH is also the only exhaustion perk that's not heavily restricted when you activate it, it's literally on the press of a button, and also available when you are in the open, wounded and most vulnerable.
All this combined is a big reason why DH always was, and still is, the most popular exhaustion perk.
2 -
doesn't all of this suggest that even though DH is popular and people try to use it, it just doesn't really do what it's supposed to in a lot of situations? 3 or 4 dead hards and you don't care because it's not a big threat, it's obvious when they're trying to use it, perfectly timed DH in front of a pallet is rare enough that it doesn't affect you every game. sorry to steal your words, it's just to me this paints a picture of a perk that can't compete with a lot of other top choices, and i so frequently see brazen survivors on my team go in with dead hard and just get downed without managing to soak a hit with it. i did spend hours learning to dead hard properly, escaping a few times directly because of it, but i still found it unreliable, with the latency hits pushing it fully out of contention for anything other than a protection build personally.
1 -
Hello, thanks for taking note of my post, I'll gladly give a bit more info.
When I said "I sometimes see 3-4 DH and I don't care", this needs to be contextualised with old DH stranglehold on the game and how oppressive it was.
Old DH made you die a little inside each time the survivors danced on your nose, BMed you, greeded palettes like mad and then DH to safety absolutely risk free.
In the higher reaches of the MMR the perk had a solid 75% pick rate, so a game with 3 DH wasn't something to take note of, it was the expect norm, and it was terrible.
BHVR did something that most of us, myself included, deemed impossible: break DH stranglehold on the game and nerfing it WITHOUT making it utterly useless. Most players, killers as also survivors, will tell you now that the perk feels fair and fun to use.
It's now much harder to use then before, as the margin of error and opportunity to mess up is very big, but so is the payoff.
What distinguishes of from new DH is that it now demands skill to use and has counterplay, something that was basically impossible before. When breathing down a survivors neck, but you know that they have DH, it becomes a test of nerves and a mindgame in itself. Sometimes the survivors lose their nerves and DH ineffective and rather comically in the open field and you send them to the floor for it, at other times your bloodlust gets the better of you, you swing the moment the survivor comes within range and they DH through your swing and run off into the sunset. That's what a perfectly healthy perk should look like.
DH is still much better then the other exhaustion perks, that's why you still see it so often in high MMR, but the other exhaustion perks have become more valuable then before because of their ease of use. And I guess that I see the backside of a survivor leaving me in the dust equal as much with Lithe or Balanced Landing.
0 -
i think you might struggle to get some of these assertions past a large portion of the survivor community. DH sometimes feels fine, but, it depends on so many factors, most of which are out of the survivor's control. i played killer a good deal before the nerf to DH, and i know what it's like to have old DH stacked with flashlights and head on with an swf, but the way they nerfed it has made it far too vulnerable to things like latency and even the killer's decision-making. waiting out dead hard is more powerful than ever, it was already an effective counterplay, but now that you only have to wait half a second, you can read it even more easily. i always felt while playing as a killer, that the problem was it only has 40 sec exhaustion when it should have more like 2-3 (maybe even more?) minutes, or maybe just a 1-use perk like unbreakable.
i still see a lot of people using dead hard as well, but i often see these people taking hits and going down without any successful dead hards a worryingly large amount of the time. i practised new dead hard for a few hours weeks and weeks ago, and started soaking the hits with it, but i found it often only worked once on intelligent killers, as they would start just waiting it out after they had discovered my perk choice, and then i got hit a few times through dead hard, with latency as the likely cause. so i decided it just isn't reliable enough for me to commit a perk slot to, when lithe or balanced give me a guaranteed effect. i don't choose these perks because they're 'easy to use', i choose, generally lithe, because it will always do what it says it'll do.
0 -
overcome is literally uncountable in majority of killer match ups and doesnt even have a mind game. you just get value and win distance
0