Why is Dead Hard perk even a thing???
This perk breaks basic gameplay loop, along with Tombstones.
I understand and respect other Exhaustion perks because you have to be in ideal condtion to get value form them, but Dead Hard is not the one. It's simply luck and jail-free card if you mess up the loop.
Why Bhvr just don't scrap it. I don't get it.
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You just have to tunnel harder.
Camp first hook to get the first survivor out fast. then it's only a 3v1.
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New DH is fine, way harder to pull off than the old no brain one
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Current Dead Hard is more fair and is more difficult to use so it takes skill in actually timing it, especially since pallets and windows cannot be used during its animation (which lasts 1 second long despite the effect only being .5 seconds long). Killers can now actually wait it out too. I personally don't see the problem with it.
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i think dh is fine as is now. they only need to add a buffer for dropping pallets after using it. i didn't really understand why they buffed the animation time, it was perfect for this reason
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I've been trying Sprint Burst over Dead Hard lately and I find I so much more useful in the lot of situations. And you always get the effect, DH can be screwed up and get no value. DH is still great though.
Exhaustion perks are made to gain distance from the Killer, that's just the way it is.
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DH is fine now. The timing is tight enough that you need to make a decent read on the killer to pull it off, and you don't get any value out of it if you time it wrong unlike the old DH.
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Yes and No. Head On can be messed up wasting it or it dosnt give you much distance if used incorrectly and DH is the same way. Both perks you can mess up and even SB has it's negative effects like you have to walk everywhere so not to accidently use it. Lithe is a more stable perk imo since a window can break line of sight easily and the speed boost it gives increases the distance between you andbthe Killer.
Then there is BL.....yea I don't need to go into why that's the worst perk by far....
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The real OGs know that it's
Lithe
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It's still no brain. The killer has to hesitate to attack when they're in range, even if the survivor doesn't have it, because they might have it.
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I don't know too, it's just horrible designing. I hate these perks that we have to play around them, even when the other player isn't using. Dead Hard, Pain Resonance, Dead Man's Switch and a lot of other ones.
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Very easy to bait as killer, I don't mind it, most of times I fall for it, its just my fault for being impatient. Half the times you press it doesn't even work on time. It can be a pain in the ass still but way more manageable than it used to be.
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I mean it's not nearly as frustrating as before and once I know you have it, it's very easy to bait out as blight if there is collision around. But having to sniff someone's neck as a m1 killer has always been really boring and dumb honestly. If you saw the last one that form of validation was the most frustrating thing in this game by far and very very forgiving, so in comparison it's not that bad really.
Also name does not check out.
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Yeah if you wait at pallet before lunging and survivor dh:s you can get him if you time your lunge right before he can drop the pallet you get the down.
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lol i created the account before the overhaul, i'm very content about it now. i'm fine i will sniff the neck but when they get under a pallet it's basically a lose lose for the killer, countless of times i baited dh under pallet, didn't swing, but guess what? i get stunned instead now. maybe you can time it idk but it's still pretty free in that situation
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My main issue with it is that you have to wait to hit the survivor when you're in range. Third health state as it is, my problem is what it prevents the killer from doing without punishment: attacking. Which you have to do to down them.
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Wow, you must've not been here when it was completely busted
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yea there are so many of those perks in the game. ub, ds, pr/dms, eruption; you just play around it. it IS bothersome having to think twice before hitting but it is what it is. comparing it to other exhaustion perks, dh is the only one that's actually up to you to counter, along with smash hit and head on i guess. with others they make the distance no matter what you do
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I was here since the begining, DH still should not exist. imo
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Then you shouldn't worry about new DH, completely fine now
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So are you for nerfing Dead Hard or no?
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not anymore, acc was created before the change. maybe as i said above, a "cooldown" for throwing pallets after using it but that's it imo
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What kind of logic is this?
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Luck??? LMAO! Luck works AGAINST DH, not in its favor. If the Killer OR you have high ping at any point of the match your Dead Hard will more than likely leave you exhausted on the ground or you'll be hit before the game even registers your input despite you spamming the button at the appropriate moment. Even without bad ping, the 0.5 second window is still extremely punishing and will result in easy downs if misused.
The reworked DH is now by far the highest skill-cap exhaustion perk (yes, including 99ing Sprint Burst) now that it doesn't grant you free distance, can be effected by external factors like latency and it can easily be countered after using it successfully the 1st time. You can still make plays with Sprint Burst even if a veteran Killer knows you have it, its very hard to successfully DH multiple times against that same veteran Killer after they realize you have it. The strongest DH play currently available (using it while crossing a pallet instead of dropping it) is a finite tactic because there's not unlimited pallets and sometimes you're not even near any regardless
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It sounds way worse on paper than what the reality actually is. On paper it sounds unfair but the reality is you're often gonna see people forced to pop DH at a moment they don't necessarily want to because lust exists and deadzones exist. If they're confident enough to run DH in the first place they're more than likely gonna greed windows and pallets since they know its in their back pocket if anything goes wrong.
Don't get me wrong you will see people pre-drop too, but a lot of the people who run DH will greed as many times as possible. DH at a pallet is the only foolproof scenario to guarantee value and that's entirely dependent on RNG. Window DH is easy to deal with, a Survivor turning or spinning to FoV bait you into swinging during DH is easy to deal with
Its a third health state because its literally the only exhaustion perk besides Overcome that requires you to sacrifice your first one and time it correctly while accounting for your own latency, the Killer's latency AND knowing when they're going to swing which is hard to consistently do against a veteran once you're in a deadzone or you've used it successfully the first time
It is annoying to deal with though in the sense that 1-2 on an average player is fine, but when you constantly encounter 3-4 + the players are strong + pallet RNG is optimal it can be a buzzkill since it pretty much forces you to disrespect everything and break them all unless you're a mobile ranged Killer or Nurse
Post edited by AJStyIez on0 -
Why is Nurse even a thing? She breaks the basic gameplay loop. Why BHVR don't scrap her, I don't get it.
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I roll my eyes whenever someone complain about Dead Hard
It's fine
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The logic that new DH was nerfed so in turn it's now balanced and fine? It's really not rocket science
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I don't mind DH anymore as a killer main. At least I feel like I got outplayed when they time it right now. As opposed to that uncountable DH for distance bullshit to pallets and windows of the old DH.
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yeah I don't really understand it either. the intended idea was that if a killer does a max distance swing and survivor press dead hard, the killer could purposely miss their swing but survivor would be stuck in dead hard animation, thus unable to drop the pallet. right now if killer misses a swing and survivor dead hard, their dead hard expires too quickly compare miss cooldown, so survivor can still drop pallet in specific situations even if killer correctly read the dead hard. If the pallet is safe pallet/god pallet, then the killer is forced to break it which creates the old dead hard for distance into pallet problem. The lower duration of dead hard means that survivor does not get punished for "missing" dead hard.
obviously, the problem stems from god pallets and safe pallet existing(force pallet breaks) but that's another topic altogether separate from dead hard itself.
Personally I don't mind dead hard right now so its not a concern but it is questionable for the killer to make a good read but not be able to capitalize off the bad survivor read. I considered drawing picture of this problem but I hope words speak for themselves.
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it's not even missed basic attack cooldown, i'm chasing a survivor "sniffing their neck", they get to a pallet and i know they are likely to dh under the pallet which is what they always do and is ideal; they do, but they drop the pallet right after so i don't get anything even after reading it and not swinging at all.
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sure, that just you not understand when dead hard ends. your not reading motion for when survivor drops the pallet. bad reactions. technically a way to resolve this problem is to highlight the survivor in white aura. I believe clown has an iri add-on called Tatoo middle finger, It makes you glow in white. You could make it that dead hard glows in white so killer knows when dead hard ends, but that takes away skill in knowing when dead hard ends which is a little bit of hand-holding killer mechanic. I believe dredge also has this mechanic for his nightfall where survivor glow then return to normal colors when nightfall ends.
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it is still a very very narrow window. yes that's playable but you really shouldn't have to pull it off since dhing under pallet is super common and is currently pretty free.
edit: shouldn't have to pull it of because you already read the dh
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at max distances, its free because if you swing and the survivor dead hard's, if you hit them, they get sprint burst and do not need to use the pallet. Suppose you swing and end up missing them on purpose, they are only stuck in dead for 0.5 seconds. As a result, the survivor get free pallet drop and free pallet stun from recovering on miss swing. it is suppose that if you miss on purpose, the survivor is stuck in dead hard dash and cannot put down the pallet. if it was 1 second, then survivor would be stuck in dead hard motion for full 1 second for missing their dead hard. it would act like recovery frames on missing parry in other games. there is no recovery frames in dbd because you cannot re-dead hard from exhaust effect which is main purpose of recovery frames in those other games.
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New Deadhard is still by far the most powerful exhaustion perk in the game for sure.
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It's not like it's a 3rd health state. You've gotta have good timing to use it and it's so easy for any semi competent killer to counter play. Unless surv is hacking auto dead hard, then it's broken but that's hackers for you.
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Honestly, if you keep falling for dead hard now, that’s on you. Dead hard is fine now. It’s also needed against op killers like nurse, spirit and blight.
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What is your point Seth? What exhaustion perk is currently harder to use than Dead Hard? I didn't say it was the hardest thing in the world to do, just the highest skill-cap exhaustion perk since it got reworked. When you play against a Survivor and you already saw them use Sprint Burst before what happens the next time you see them at a gen? You wait to swing and hold W during the haste. Does Sprint Burst get any more difficult to use once you've used it the first time? No, not really because its literally 5 seconds of free haste that you can use when healthy
Pulling off multiple Dead Hards successfully after a good Killer has seen you use it the first time is way harder than running to a vault and getting Lithe, way harder than a pallet stun with Smash Hit, way harder than holding W with Overcome and harder than holding W with Sprint Burst. Even with 99ing a Sprint Burst there's way less risk and RNG involved. I already said the best way to use DH is to cross over a pallet and use it instead of pre-dropping which can still be countered if you time your swing correctly
You started making content on Twitch and YouTube right? Then you should already know going against the same level Survivors that I go against that you can easily hit a Survivor that has Dead Hard if you're anywhere except a pallet (RNG doesn't always favor Survivors anyway) and the majority of people panic and use their DH prematurely if you lust up to them or win a mindgame. Even at those pallets its still possible (not 100% guaranteed but still possible) to M1 between the 1 second window where they're Dead Harding and can't drop the pallet
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Dh is strong, only when a killer don't know that you have one.
After first use, the killer will expect it for the rest of the match, and DH will not be a problem anymore.
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Yeah I agree with you but that's my point! Its stronger now but also more skillful, it has a way higher skill cap than the other easy exhaustion perks that have simple conditions to activate. People will always find new meta plays, so even though yes the pallet Dead Hard can be unwinnable at times and its lost me chases/kills/matches I've coped with it because I've also been granted a lot of extra downs/kills/matches because a lot of people aren't patient enough to use the reworked DH correctly and instead play too aggressive with it
I'm subscribed to you and I know you deal with the same thing that I do all the time. I've seen you patiently wait out the DH because you're expecting it and get easy downs and I've also seen you hit Survivors that DH at a pallet and you catch them after anyway even though it extends the chase for a bit. It sucks when the whole team is good and has DH but there's literally no other way to balance that perk without it being overpowered or too weak. They already made it 0.5 seconds which can easily be messed up if the Survivor or Killer is laggy and in deadzones its very easy to make somebody use it early by missing a swing on purpose, flicking your mouse so your characters' head looks upwards or just waiting behind them until they panic
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Clearly you haven't played against old dead hard.
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You could apply that too so much.
Brutal strength, enduing, spirit fury, bamboozle.
All these perks breaks the design of chases. Dead hard is not unique. The issue which has always been the issue, because before dead hard perk change, everybody said "remove the dead hard for distance and it will be perfect." That was never the issue, the issue was always the invulnerability. Well Unforutanly the devs listened to the community and guess what the perk is no different. I'm sorry, the community had the opportunity to fix the perk, but everyone said just remove the dead hard for distance and it would be fine. Well, they did, and what a surprise, people still aren't happy.
Dead hard is perfect, it was changed the way people wanted to be, and now they are still unsatisfied and clearly won't be happy until the perk is nerfed to the point of uselessness.
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It is a cool perk. It gives you a possibility to tank an hit. It is skill based, and it makes the game feel more action
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its funny to see that people with killer pictures say the current dead hard is fine and the ones with survivor pictures say its not.
well and im one of them. i have to say the old dead hard was broken like no other perk and using it made me extend chases for so long that i won almost every game. but the new one even with my 1k internet and rapid laser speed keyboard feels so incredbily inconsistent and i hate it. its my most hated perk and i rather use 0 exhaustion perks than to use dead hard. The new dead hard feels generally really strong against weak killers and mediocre against good killers but the problem with it is just that it doesnt trigger right when you press it which is just bad considering that you only have a 0.5 s frame to get it off.
And i can even prove my point because Wesker currently has this bug where if you dead hard he grabs you, then slaps you against a wall and then dead hard triggers which makes your character bugged out lying on the ground. The reason this happens is because dead hard shouldve triggered on this initial impact but the game gave you the endurance state to late.
Sadly dead by daylight is not very up to date when it comes to networking and therefore i think dead hard is a poor choice of design when they redesigned it, however i dont know how to change it to the better without making it broken. Deleting it doesnt make sense either so yea i dont know what the solution could be.
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