http://dbd.game/killswitch
Fixing Dead Hard
So I've read a lot of the current thought on what is currently wrong with DH. I'm not of the same opinion on why it currently overshadows a lot of other meta perks. However, I do think it is problematic for one reason: it provides passive oppression until the killer sees a different exhaustion perk; in the same way that Unbreakable is passive oppression against slugging. But whereas Unbreakable provides passive oppression against a high risk high reward tactic, DH deters the killer from using their fundamental abilities (power and lunge) and punishes it with a large chase extension. Does it provide more active chase extension than a mid-chase Balanced, Lithe, or other exhaustion perk? Probably not. However, it does provide passive chase extension in that killer may let easy hits slide in fear of DH, and guarantees pallets in a way that is unhealthy.
Here is how I would personally fix DH. Bring back old Dead Hard, but without the invincibility frames; in this regard, it is used strictly for distance, as a mini on-demand Sprint Burst that can be activated mid-chase to give you a little bit of extra space to make a pallet/vault, but without completely nullifying, say, Trapper's traps, or Doctor's shock, or a Blight rush. In this sense, the skill ceiling to use DH is lowered in the same manner as other exhaustion perks, but it loses that oppressiveness where a guaranteed hit turns into a whiff (as in the old DH) or worse, a chase extension (as in the current DH).
What's everyone's opinions on this?
Comments
-
This is definitely the wrong way to go about it. The biggest problem with old DH was not just the invincibility. It was that you could immediately make up for any distance lost at any point. If you watch old clips or remember playing it against it, you should remember that majority of the time people would just DH toward a pallet/window. If they ever got mindgamed or misjudged their distance, DH would fix that for them. Not to mention just how fast the dash was. If this were to happen it would have to be hilariously slow, practically killing the perk.
The reason other speed boost exhaustion perks work is because they have some sort of variable or limitation to keep you from just zapping away mid chase. Sprintburst has no synergy with others and immediately exhausts you, Overcome requires you to be healthy, Balanced only activates in very niche scenarios where you would otherwise die, and Lithe works on fast vaults so you cant be too conservative with it in chase. There Head On too but, lmao.
I think current DH is the best it's going to get in terms of functionality. It just needs some limitations in place to make it less of a passive barrier, as you put it. I think in concept the way it works is good. It's suppose to be a high risk high reward perk. But there are some unfortunate oversights that make it an issue.
2 -
I would like to try this. I've said many times that it's a very common misconception that the distance is was the strongest part of the perk. Content creators have memed that into people's brains.
I dream of a world where I don't have to wait behind survivors for a year and a half and let them get their obligatory "will they dead hard" spins in.
0 -
Unfortunately both the distance and the iframe each have poorly balanced problems. The perk needs a rework to something entirely different.
0 -
Cancel it when facing walls and keep survivors from throwing down pallets for half a second after and I might be fine with it.
1