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Dead-Hard nerf = like DS 1 use

PB_TORCHer
PB_TORCHer Member Posts: 317
edited November 2022 in Feedback and Suggestions

One use of Dead-Hard a game like DS. Survivors don’t deserve multiple second chances throughout the game. Ds gets one get out of trouble instance. Dead-Hard should be the same.

deadhard is still OP even in its current state.

I wait for it as a killer 9/10 times.

‘How many second chances do survivors really need.

ps again CoH and other boons should have only 1 use per totem. Remember when players used Self-Care….? Now only one of 4 players bring a perk that works as the same for everyone. This is also OP

‘These 2 perks in there current state are a issue.

‘Many will complain they need free heals and multiple second chances during a game. Why do you think you deserve this?

If you miss the use it shouldn’t count until it is actually a DH hit save.

‘One DH can be a game changer then make that X4 characters multiple times. This is our reality.

DH in it’s current state is the #1 most unfair/unbalanced perk in a game of 2 hits to down someone.

‘Proof https://www.youtube.com/watch?v=XmLvCjEXQ4s&t=40s

Geez there’s even off the record too. SOooooo many 2nd chance perks

Her’s another ridiculous example of DH being Op and over used

https://www.youtube.com/watch?v=o6cvAZdZPk0

Post edited by PB_TORCHer on

Comments

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,876

    @PB_TORCHer you can edit your post adding what you missed, no need to post multiple comments right after the thread.

  • Xernoton
    Xernoton Member Posts: 5,849

    While I do agree that DH is still annoying, it is not so strong that limiting it to one use per trial would be justified anymore. The problem I see however, is that DH's pick rate seems to grow again, meaning even the DH nerf was not enough to change the meta for long. Circle of Healing would not be as bad if it didn't stack with other perks and medkits. The other boons are honestly fine. Maybe BHVR could take a look at some of these totem spawns, though.

  • PB_TORCHer
    PB_TORCHer Member Posts: 317

    One DH is incredibly valuable. Now it’s being used soooo much because of its crazy chase prolonging power that can be used every minute after a cool down. Seriously let’s take the game back to 2 hits to down someone. Survivor’s don’t need 3 hit downs all game long

  • Deathstroke
    Deathstroke Member Posts: 3,521

    Dh is pretty fine now and baiting it out actually works. Also survivors have to time it perfectly so it's lot harder to use than before.

    Coh has been nerfed hard before does it need another nerf im not sure. Maybe same totem should break if killer snuffes it 2 times. But other than that I think it's fine.

  • Xernoton
    Xernoton Member Posts: 5,849

    Please don't forget that DH is no guaranteed free health state. Its annoying and not especially fun but you can often enough wait it out. There is counterplay to DH. Its just tedious. Before the nerf there was literally no counterplay to DH for distance.

  • PB_TORCHer
    PB_TORCHer Member Posts: 317

    Watch the video proof I shared/edited into the first post of this thread. OP

  • Gandor
    Gandor Member Posts: 4,262

    I can give you collection of videos where hitting E does nothing. Because killer has lags and the perk does not activate. The perk is so broken, that it makes 0 sense to bring it. Like sure - you can use it in USA if your killer does not VPN's to that location. But generally the perk is so unfair - the game will wait out your E until you are already on the ground.

    Also 80% killers I meat take 3-4 slowdown perks - eruption included + all the nerfs done in all the years that devs decided survivors are here for killer's enjoyment only and getting out of the gate should be an exception to the rule. Result? 61% kill rate and no killer below fair 50%. You already have unfair advantage. Why are you pushing it even further? Do you enjoy your waiting time that much? Do you think that any more survivor (you can rename then to survivor's incentives as the game works right now) incentives will create any more masochists that want to be perma killed even more?

    Or let's go at it another way - return to survivors all the resources the game has taken away from them from the start - 2 windows at shack included and in exchange you can take DH+CoH. Oh but that would mean you would not have easy mode any more. Suck up your bias and leave at least something for survivors. Killers have taken enough with their crying like this whole post already.

  • PB_TORCHer
    PB_TORCHer Member Posts: 317

    Slow down perks have nothing to do w/ 3 hit down survivors all game. This should be 1 use like Unbreakable and DS. NO more.

  • Gandor
    Gandor Member Posts: 4,262

    Ok. Same treatment. Slowdown perks should get 1 usage and then be disabled. Eruption + CoB + OC - after kicking single gen, those perks disable forever. Sounds about just as fair

  • Gandor
    Gandor Member Posts: 4,262

    Also slowdown has everything to do with 3 hitting survivors. Slowdowns are a means for killer to get second chance in fixing their bad chases and making them even easier, because there will be less resources in game. So slowdown is 2nd chance + buff and not ONLY second chance. They should get even harsher treatment

  • PB_TORCHer
    PB_TORCHer Member Posts: 317

    Sure. Idk if this happens either.

    as for messed up uses of DH it should ONLY count if it actually absorbs the hit. Not a miss not late. The player Must be able to continue running

  • Gandor
    Gandor Member Posts: 4,262

    now wait for all the other killer mains about how unfair that would be and how gens would fly again and how another +10s on gens would be reasonable, when in fact it's all about skill. The guy in the video was good, but also made a lot of mistakes. The other team was lucky to get good map and was generally better on it. There's 0 reason to nerf survivors, because some killer can't 4k every single game.

  • PB_TORCHer
    PB_TORCHer Member Posts: 317

    if it doesn’t get changed to 1 use per game, It should be 1 per injured state. It doesn’t come back till after a heal. I don’t want this, but it could bring it down a “little” . 3 hits all game in a 2 hit down game seems broke.

  • The user and all related content has been deleted.
  • AJStyIez
    AJStyIez Member Posts: 419
    edited November 2022

    Have you ever personally used the reworked DH against skilled average Killers or skill-capped top% Killers? I don’t believe you have

    0.5 second activation window and can be rendered useless if the Killer or Survivor has high ping, incredibly easy to bait in between tiles or dead-zones, incredibly predictable after the person uses it once, grants you more distance than before at the cost of having to mend yourself at a secure location, permanently disabled for the rest of your chase if you get hit during basekit BT or OTR, hard countered by Slinger and Legion, only exhaustion perk based on user-input which means you have to reach the skill-floor to even use it, etc.

    Yes, one good DH when you aren’t prepared for it will change the outcome of a game, just like being fully healthy and getting caught off-guard by Devour or Eruption in SoloQ.

    The perk is way more balanced than it was before. I don’t understand, you guys wanted it reworked (As did I because I regularly played against SWFs and strong solos with 4 old DHs all day) and now the rework is still not enough

    It’s similar to Nurse how people keep saying to change DH further than it has been already without theorycrafting viable ways for them to do that. Making DH like DS would be way too severe for something that’s already punishing as it is on its own. I legit believe people won’t be happy unless both of those are straight up deleted from the game

  • Xord
    Xord Member Posts: 517

    Why would you nerf possibly the worst exhaustion perk in the game, assuming the killer is somewhat good?

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    The only problem with dead hard is the auto dead hard people have been using

    As a trapper enjoyer, i personally don't really care about dead hard

  • Marius1234456918
    Marius1234456918 Member Posts: 106

    All the people saying that its hard to use just dont know how you have to use it. If you have a window or pallet near to you its allways a 3 hit chase. If you do it right.

  • Gandor
    Gandor Member Posts: 4,262

    If I have lithe and window, it's always value. If I have BL and hill, it's always value. If I have 99% sprint, it's always value. Why should DH be any different?

  • AJStyIez
    AJStyIez Member Posts: 419

    Lol. Window DH's don't work consistently against good Killers. At best you're going to catch them off-guard the very first time and then it'll never work for the rest of the game. The only scenario where DH is a near 100% guarantee for value is at pallets, a finite resource that's also impacted by RNG

    I welcome you to play against top Killers and try getting multiple uses out of DH without a pallet being in play. Literally all you have to do as Killer when there's no pallet is wait until they panic or tilt your camera up to move your head and bait it

  • DH currently is one of the worst exhaustion perks. It gets conditional value (like Smash Hit) instead of guaranteed value (like every other exhaustion perk).

  • Yoshirama
    Yoshirama Member Posts: 396

    Yes, and also NOED should only down one person and deactivate, I mean, killers doesn't deserve second chances if they did bad the whole match, right?