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DH back as meta

Didn't take long for this perk to reappear in the meta.

Almost every game I play the survivors are using it. Starting to get pretty good at faking (t-bag with Ghostface always gets them), but still annoying to go against.

Comments

  • ACleverName4Me
    ACleverName4Me Member Posts: 451

    I agree that dead hard is in most matches killers play. The best thing that I do to deal with it is to body block where they go when they wanna do a spin into a dead hard that way they do not go to far. 80% do try to spin but the 20% try to make it to a pallet holding, in that situation I hit 1 meter from the pallet doing a tap not a lunge as most killers wait to swing when they are right under the pallet. By hitting before the pallet you either get rid of the pallet during their speed boost if they got it off, force them away from loop or most likely they go down because they are so use to being hit at the pallet.

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    It’s being used a lot, yes, but it’s still way less problematic than the “press E to outplay” version when it was guaranteed safe passage to a window or pallet

  • Jago
    Jago Member Posts: 1,742

    Always has been.

  • VoidOfMe
    VoidOfMe Member Posts: 416

    2

    watch them crying about it next begging BHV to nerf it again LOL

    I don't use dead hard cause I don't have the talent to use it, I'm not patient, I don't have the "fast reflexes" required to

    I use the jonah one that I don't remember the english name

  • dspaceman20
    dspaceman20 Member Posts: 4,699
    edited November 2022

    Ok

    In before people start complaining about it again

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Me too miss when I see all kinds of slow down.

    Wait...


    At least DH doesnt by pass bear trap anymore

  • MrMori
    MrMori Member Posts: 1,922

    We need to nerf slowdown as well. Tired of Pain Res staying 15% AND still throwing people off gens even after the 90s gens. Eruption, Call of Brine every match. Boring.

  • AverageAshEnjoyer
    AverageAshEnjoyer Member Posts: 427

    maybe so but you cant deny its infinitely less frustrating to go against. no more free distance towards a window that would normally be just out of reach

  • Tsulan
    Tsulan Member Posts: 15,093

    Yep, DH is still as prevalent in the survivor meta as SC. So when the goal was to shake up the meta by changing the perks, but the perks are still the most used ones. Where does this lead? Probably another nerf.

  • Adaez
    Adaez Member Posts: 1,243

    DH is a bad perk that encourages luck,you're in a chase and you either need to swing or get bamboozled by the survivor.

    I had so many chases where survivor got distance just because I didn't swing and they juked.

    This perk will never leave meta no matter how much they nerf until they completely rework it.

    Its more than half of the time an extra health slate and now that survivors got better at it,its an even freakin worse perk than the old dead hard.

    At least in the old dead hard survivor didn't get a speedboost from it with endurance,now if they hit the dh,they're gone.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    I don't think it will ever leave, even if other exhaustion perks become better

    The thing is it's also the most fun and interractable exhaustion perk for survivors

  • Carth
    Carth Member Posts: 1,188

    I am still really confused on BHVRS balancing approach to nerfing out of line perks. Dead Hard and Circle of healing both were touched in the tiniest ways possible and are still both very much meta. Meanwhile perks like ruin and thanat got entirely dumpstered.

  • Veinslay
    Veinslay Member Posts: 1,959

    Because two of the perks survivors find fun, while the other two killer players used. It's not rocket surgery to see what's happening here

  • VideoGameMage
    VideoGameMage Member Posts: 356

    I wouldn't call what they did to dead hard and COH "a tiny nerf" at all. If anything it just proves how even more busted they were before their nerfs. COH used to have a bigger radius and it used to give a 100% heal speed, so if two people used COH close enough to overlap, people would get a 200% self heal speed. Eventually they had to nerf the radius, and then nerfed the heal speed to 50%. Boons also didn't have a bless speed penalty on hexes. Dead hard went from having i-frames to a small window of giving endurance. It used to give one second of endurance on the PTB before they nerfed it to .5 seconds on live. It was more like a rework than a pure nerf.

  • Terion
    Terion Member Posts: 810

    it never left the meta.


    The issiue of that perk is its very concept, granting just a third health state basicly, so the killer has to find a workaround to be careful with the hits in a game were every second counts anyway. So you loose time no matter what, still a loose loose situation which will never get solved.

  • Steakdabait
    Steakdabait Member Posts: 1,382

    it'll pretty much always be one of the most used perks because it's fun AND good. Every other exhaustion perk is ether boring or bad

  • ElodieSimp
    ElodieSimp Member Posts: 398

    Most killers won't be happy until survivors have no perks and start the match exposed for 5 minutes. Even then they will have something to complain about, just look at the forums. They write 3-4 paragraphs pretending they know something about balance which sums up to "I want free hits and survivor should fear the killer constantly". Absolutely asinine.

  • Veinslay
    Veinslay Member Posts: 1,959

    Lol one of the nerfs to CoH made it take 2 seconds longer to heal. Perk is still beyond broken. CoH carries so many teams to victory it's insane

  • Veinslay
    Veinslay Member Posts: 1,959

    But the devs gave killer .2 second faster pallet breaks! They're fair!

    :"designs maps with 30+ safe pallets::

  • Adjatha
    Adjatha Member Posts: 1,814

    That's pretty much the state of the balance team.

    • Killer thing improved by 0.1%
    • Survivor thing improved by 600%
  • Adjatha
    Adjatha Member Posts: 1,814

    And, of course, the corollary:

    • Killer thing nerfed 600%
    • Survivor thing nerfed 0.1%
  • Veinslay
    Veinslay Member Posts: 1,959

    Sure man when are the devs going to have a conversation about doing something regarding infinite fast team heals for one perk slot among 16

  • Adjatha
    Adjatha Member Posts: 1,814
    edited November 2022

    Oh, survivors don't always get buffed. And killers don't always get nerfed.

    But it's really funny when there's a killer who is bad in every way, like Ghostface, and when they buff him (longer exposed status), they also have to sneak in a nerf (it's way, WAY easier to reveal him now).

    Or, when they 'nerf' survivors (can't click their flashlights at infinite, strobing speeds), they have to slide a buff in there as well for no apparent reason (easier to blind the killer).

    And then they come out with survivor perks that completely unbalance the game like CoH and refuse to nerf the only part that actually causes the problem (infinite, rapid, team-wide self-healing), instead focusing on the least impactful parts of the thing (bonus speed from med-kits, or whatever).

    But then they get killers that survivors complain about (like Forever Freddy) and they nerf the things that are a problem (really strong slowdown/regression perks add-ons) but then ALSO nerf stuff that wasn't a problem (number of pools/pallets, speed of dropping both), which doesn't solve the problem, it kills off the character completely.

    And you can see that quite clearly in the perk overhaul.

    Too many people run Ruin! Despite the fact that it's super easy to turn off, super unreliable, and requires multiple other perks just to keep it rolling for any length of time. So we nerfed it into the ground.

    Too many people run Dead Hard! So we made it exactly the same as before, but the impact of using it correctly is that you get rewarded way more than you did before, making it a net buff.

    It's not the fault of the players or the 'sides.'

    It's the fault of the balance team. Because they clearly don't have balance in mind when they're playing around with numbers.

  • Veinslay
    Veinslay Member Posts: 1,959

    It's because the devs don't play killer against strong survivors, they just don't. They play survivor poorly so they make everything OP as hell for survivor