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A custom injured animation would make DH less frustrating to play against
Just a thought, if a player that has Dead Hard available had a slightly different injured running animation, it'd be less frustrating to deal with. This animation would also not play if they are exhausted, and don't have access to Dead Hard
It would be nice to just know when not to have to expect Dead Hard. It would for sure make the perk weaker, but I think it would be a sensible change. One of the worst things about Dead Hard is that you can NEVER lunge or just swing till you see an exhaustion perk used on a survivor.
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That would...make DH basically useless.
Killers would then know if they have to bait it out, or when they are free to greed a swing, which ruins DH. I mean, how would it punish a greedy swing if every Killer could be told "They have DH; don't swing' based on the injured animation?
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the killer is always forced to play from DH so nothing would change much
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That would literally defeat a large point of the perk.
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So a large point of a perk is that it can remove an entire part of the base killer kit without even being equipped?
As DH is used now, it basically hasn't changed. It's used to either greed a pallet, bait a swing at a vault, or gain distance if the killer decides to use their lunge (at which point you can DH on reaction). I don't think it's healthy for a perk to have that much power if it isn't even in play. It forces the killer to play in a way that assumes a 3-hit down is the norm, not the exception. In a game balanced around 2 hits equaling a down, the killer is always required to respect Schrödinger's DH.
All this to say, the very threat of a DH cuts off the killer's arms and forces them to play a game of shoulder tag with the chasee.
I don't even think the suggestion would be a flat out nerf either. Having a dedicated animation would show the killer "yes, this survivor DEFINITELY HAS DH," which would turn the mindgame of "does the survivor have DH" into "when will the survivor use DH, and how can I force it."
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And why not the reverse? Specifics animations when the survivor is suffering from Exhaustion. Yes, you would still have to try to bait a non-exhausted survivor, but at least would reduce the amount of it without "nerfing" the perk.
In fact this should be done with other status effects as well, like Exposed. It happened to me that using the Umbrella Badge with Nemesis when chasing a survivor I don't really know if the effect is still in place as I can't exactly tell how much time has passed since they took the vaccine.
It would be good QoL upgrade to have some kind of visual feedback about the status of the survivor we are chasing instead of having to remember and guess every single thing. If it is in form of different animations even better, as it would also be more immersive.
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Think about that, "greedy swing"? It's gotten to the point where just swinging for a down without accounting for Dead Hard is considered greedy, because Dead Hard is so strong you have to assume more than half of players run it.
I think the change is perfectly fair. Dead Hard is frustrating because you have to assume it is there at all times. Every chase. Even with the animation change, you'd still be able to predict and react to telegraphed attacks and lunges. It would still work when the killer is just barely in lunge distance for a pallet, and the killer has to choose between lunging for a hit or letting you get a pallet drop.
It's not healthy that a single exhaustion perk has to be accounted for every single time you want to down someone injured. The whole "walking behind them for 2 seconds every down" gets very tiring and simply isn't fun.
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A single Animation for one Perk?
Maybe give Survivors suffering Deep Wounds a unique Animation, then have Dead Hard override the default Injured Animation with the Deep Wounds animation when equipped.
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The Survivor is the one having to predict when the Killer swings.
The Killer knowing you have the Perk doesn't change that (and it's not like they can't just figure it out after the first use), it just makes them more aware of "hey, try and feint this one", increasing the capabilities for mindgames.
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And if you're talking about the large point of the Perk is that a Killer always has to assume it is in play until proven otherwise, that's bad Perk design. (cough cough, NOED).
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That's pretty good.
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