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Dead hard doesn't activate half the times you press it
Title. If you press too early its predictable, if you press on time its a gamble. lol
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it's lag. Nothing can really be done about it
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And if you play against me, it's a 90% success.
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Server issue and yours (or killers) high ping.
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🤣 based
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It really needs to be fixed! Please, it is one of the best perks in the game.
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Its not.
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Use it at a pallet or right before you're vaulting a window. The killer will have to swing at some pallets or windows and that's where dead hard comes in place. If the killer swings, you use dead hard and you're safe. If the killer doesn't swing you drop a pallet and you're safe.
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It is, if you or the killer have high ping you can get exausted on the ground like long time ago. It happens a lot on sudamerica servers when you get 200 pings out of nowhere.
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I have a very good ping and I come from games where I enjoy i framing monsters moves with a reaction time totally different. DH does not work as a reaction-perk but more of a planning type. Since the window is 0.5 s (quite generous, but not huge), it is important it can be used to react. And you cannot. You can only bait killers attacks, not react to them. If the killer is in motion, you are dead. This looks ugly as a design and I hope they consider extending DH invincibility to the very last ms before the hit. If I press DH, right before getting hit, I need to succeed to tank it.
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Right now it's whoever the server see's action hit first, as stated by a dev recently. Before dh validation favored the survivor so much that it was nearly impossible to mess up. That validation is what made it the sss tier perk that it was for nearly a year.
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Consistent uses: right before vault/pallet drop
However, if you use it to dodge hits; Expect to miss it/baited at least 50% of the time due to the short time window/latency.
So don't feel bad about the second scenario.
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I have been hit by this so often, and when running towards a vault it often feels like a lose/lose situation. I have learned to anticipate this, but even then your window of opportunity (lol) is so tight that I maybe have outplayed survivors at this ploy 3 times at max.
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That is why it doesn't need to be "fixed".
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Been having this issue myself, as have streamers I watch. Whatever happened to Dead Hard validation? Ever since they nerfed Dead Hard's duration from 1 second to .5 seconds it's been unreliable at best.
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It's latency thing.
If you press Dead Hard when you allready on the Killer view got hit, you will get down.
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Because now with it's shorter window it's even more ping-depended, the only reason i don't run it.
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Lol dead hard is a weird one, 0.5 secs is a pretty short duration when you take ping and lag/latency into account. Most players force it, run at the killer and fake a sloppy 360 to bait out a swing, extremely easy to counter for killer.
Reactive deadhards on the other hand, are much harder to hit, i succeed on maybe 10-20% of those max. But i come across some players who can nail them every time, again very easy to counter once you're aware they have that perk.
You also have the hacker issue, of automatic dead hards, a very subtle cheat but trigger dead hard every single time they get hit. Can be hard to tell.
Personally I'd like to see the duration upped to 1 sec, enough to account for latency and give newer players a fighting chance to use the perk, whilst still making it easy for killer to counter if they know whst they're doing.
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Yeah I rarely see the people using it early these days like old deadhard. Basically hardly ever see the run animation & people always timing it perfectly even when you bait it.
Wonder why people are so much more skillful at using it these days over the old deadhard??? Doesn't take long to figure out that a s**t ton of people are running auto scripts.
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one thing with DH is, you have to learn when a killer plays on console. because they have a significant higher input lag and you press DH way to early.
is this fair for all players (killers like survivor)? I mean no.
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this is why i changed dead hard (rip) to lithe
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One interesting factoid about DH is that its a good marker that you reached the MMR softcap. As you may know, the MMR system has a softcap of 1600pts; everyone in this bracket gets thrown together, as to avoid too long wait times.
Normally I get at least one DH per trial, but 2-3 at not uncommon. But when you lose a couple of games and your MMR decreases, DH does disappear completely within a couple of games. It just gets wiped from your playing experience, as players without the nessecary skills won't bother with it. So see it as some kind batch of honor that you are regularly seeing DH ;)
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auto-deadhard is a thing too.
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