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Nerf Deadhard

JaydenBladen
JaydenBladen Unconfirmed, Member Posts: 8
edited January 2023 in Feedback and Suggestions

nerf deadhard

Post edited by JaydenBladen on

Comments

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,247

    Honestly, making Survivors work for it does not seem like that bad of an idea, David's other perks activate upon Protection Hits and Unhooks, so it could help enforce that. It's not like I would mind anyways since Im pretty Altruistic anyways.

    But I feel like it would unfortunately make David's Adept even more difficult than before.

  • JaydenBladen
    JaydenBladen Unconfirmed, Member Posts: 8

    "just wait it out "? yeah just wait out eruption then, all im saying is that when a surviv is at a pallet u have a no win situation, u either swing and eat a deadhard or dont swing and eat a pallet

  • JaydenBladen
    JaydenBladen Unconfirmed, Member Posts: 8

    balancing perks around adept is dumb, if u have a mid team u can do any adept easy as surv

  • JaydenBladen
    JaydenBladen Unconfirmed, Member Posts: 8

    My problem w/ deadhard is that its just there with no work from the survivor, i just want it to be like flashbang or other perks like it

  • FeryGEN
    FeryGEN Member Posts: 629

    What's the balance of being wounded every 40 seconds to have an additional health stage? Now show me how you will wait for the dead hard survivor who presses him in the pallet?

  • Halloulle
    Halloulle Member Posts: 1,333

    Not every perk needs an additional special condition. - It's a high risk high reward kinda thing. It incentivises playing unsafe - because you can only capitalise on it in situations that are unsafe. Without dh you would never do that spin into the killer to bait a hit (that's what you wait out once you know) without dh you would never play a pallet/window that way. That's something people seem to forget a lot of times: survivors who use dh and are able to consistently pull it off play that way because of dh. You wouldn't magically get all those downs dh "took away" from you, simply because you would get much less chances to hit them in the first place.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    There's nothing high risk about the way it plays around pallets or windows once the Survivor knows the timing. Or the way it can be used to eat any power that has a charge time above instantaneous.

    The only time it can't be guaranteed value is when a Survivor is caught well away from any obstacle.

    And did you know, that Survivors who play safe can also use DH and then extend things another loop with zero risk on their part? It's shocking.

    (It's also funny that you'd think everyone playing safe all the time would miraculously mean that they are safe. A lot of DH is just "I can make this pallet/vault I otherwise wouldn't after the last pallet/vault/time the Killer outplayed me"

  • Halloulle
    Halloulle Member Posts: 1,333

    I see you have made up your mind. Might be the writing but it also reads like you're very convinced I must be categorically wrong / what I say is laughable. Feel free to feel that way - but I see little point in a discussion then. You have your opinion, I disagree with it profoundly. I have my opinion and you disagree with it. So let's agree to disagree.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Also known as being unable to actually defend your position.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262


    Dead hard is a basically a third health state which is just blatantly unfair. Catching back up to a survivor takes at an absolute minimum 21 seconds for a 4.6m/s killer or 30 seconds for a 4.4m/s killer to get back to the point where you are back in striking range, assuming no major errors on either side. This times having to hook 3x and do that with potentially 4 survivors. It is an absolutely massive time waster.

    My proposal would to limit DH to once per game.

  • Gandor
    Gandor Member Posts: 4,261

    DH can be countered by killers: deathslinger, legion, trapper with lenghten jaws, billy, bubba, any tombstone meyers, doctor, huntress with venomous concotion or iri head, pig with interlocking razors or slow release toxin, clown with pinky finger, ghostface especially with victim's detailed routine or night vision monocular, oni in ability, pinhead with slice of frank or original pain, blight with Iridescent Blight Tag, nemesis with Iridescent Umbrella Badge, artist with o grief o lover or Garden of Rot, dredge with field recorder or Iridescent Wooden Plank, trickster with Iridescent Photocard, knight with assasin or blacksmith's hammer, wesker with Iridescent Uroboros Vial

    perks: fearmonger, blood echo, septic touch, starstruck, dragon's grip, devour hope, haunted ground, NOED, hubris, iron maiden, make your choise, rancor

    Situations: being in the open, not being at pallet, being at pallet but having perfect timing (yes survivor can't drop pallet during his DH animation giving killer some very short time), trying to vault window (just wait until survivor commits), killer having bad ping.


    Quite a long list. It's so long, that I actually don't like to play the perk and never equip it - especially for the very last reason. And for a lot of these things balance landing just provides better value (sure for all the exhausted effects this does not do anything). What I am trying to say is, that DH has now huge list of possible counters. And it requires skill from survivor to successfully use. The perk is strong, but it's very far from being as free as say eruption and I provided a list of counters to the perk - and it's quite large as you can see (especially compared to say eruption - where the counter is only being in SWF and that's it). The perk is fine

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    Nonsense. All of the quote. Utter nonsense. You CANNOT be going "just run iri stuff all the time and have that stupid OP perk determine your entire build and even what character you play" because that is what it boils down to.

    Also, you are still wrong about Eruption. Eruption is not an issue. Never has been either. You just want all killer perks to be garbage for free wins. No.

  • Gandor
    Gandor Member Posts: 4,261

    40s gen regression and prolonging game to 40 minutes is perfectly fine but taking some iri stuff (also some stuff is not iri and I listed also all the perks) is broken. Like sure mate. You are not entitled at all.

    Also for "garbage killers". Once again. 60% murder rate

  • RainehDaze
    RainehDaze Member Posts: 2,573

    Taking an iri into every game because it gives exposed somehow or the equivalent is not a practical way to handle DH.

  • Blinckx
    Blinckx Member Posts: 426

    A long list to say "deep wounds" and exhaustion are counter to DH

    Also, do you know exposed don't prevent DH right ? You can be exposed and use DH and receive a deep wound instead of being downed

  • Gandor
    Gandor Member Posts: 4,261

    Take fearmonger. You don't need iri stuff every game. Check the whole list. There are a lot of things there. Pick the thing you like most. Like deathslinger or legion - now you don't need any perk or addon to counter DH.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262
    1. "40s gen regression and prolonging game to 40 minutes". This simply doesn't happen. Ever.
    2. "taking some iri stuff (also some stuff is not iri" while true that you also listed non-iri stuff, your solution to a perk that can be taken at will is turn run limited resources, of which the vast majority is exceedingly rare, particular killers and particular perks, all to counter the possible appearance of 1 perk... Yeah that IS broken. It is the definition of broken.
    3. "Like sure mate" yes, indeed.
    4. "You are not entitled at all" also correct, as I am not the one demanding to not fix a broken perk
    5. "Also for "garbage killers"" didn't say that, I said: "You just want all killer perks to be garbage"
    6. "Once again. 60% murder rate" has absolutely nothing to do with any of this, literally zero
  • RainehDaze
    RainehDaze Member Posts: 2,573

    "You may only deal with this perk if you play this Killer!" is even worse advice. Fearmonger backfires as often as it helps (people start running way earlier).

    If you're suggesting people only play certain characters if they want to deal with a perk that's in every game, maybe that perk is a problem!

  • Blinckx
    Blinckx Member Posts: 426

    Fearmonger only work while you're working on a gen and for the next 5 seconds, it only counter Sprint Burst and Aura perk abilities. It MAY counter DH if the survivor is injuried and caught completly off guard

    Slinger and Legion are not counter to DH, deep wound is, Legion have to hit you once in Frenzy, STOP for 3 seconds ( cause he can't hit you twice unless you're the 4th hit ) and then hit you again while you are still under the deep wound effect, same goes for the slinger or basically everything you have mentioned

  • Gandor
    Gandor Member Posts: 4,261

    1, So last time this happens to me with killer guarding his 3gen instead of chasing anyone was my hallucinations?

    2, The list is very long. Pick something. Or don't. It's not like the thing has no counter and DH=win. Once again - in high elo where DH is most used (because it takes skill) there is still 61% murder rate - which means that there aparently - stat-wise is counter to the perk

    3, 4, sure you are entitled

    5, I have quite a good success with my most common build - darkness revealed, corrupted intervention, overcharge, pain resonance. I see nothing wrong with this build. It's also not as overtuned as eruption (and to a degree as call of brine). Calling these perks garbage shows things about you specifically. Also bamboozle (my common substitute for darkness revealed for certain killers) is also not trash. Same as huge number of other killer perks

    6, it shows objective information how killers overall do. They can't be bad if they have 60% kill rate. That's objetively and stat-wise not true. Survivors (as a whole) are the weaker role now with 40% escape rate

    So you say people play bad when they have DH but are still good enough to be actually able to use it? Wouldn't pre-running always be better no matter what? And if it's not better - doesn't that mean fearmonger actually provides you value?

    Also to your deep wound - does that mean survivor can use DH while deep wounded? Or does that mean these killers can't apply deep wound? Again - taking these killers means you don't need to worry about DH, because said survivors will be unable to use it - making DH gamble (a wasted perk slot if they meet these killers).

    Fearmonger usually works for way longer then 5s. You might have not noticed, but exhaustion recovers only when not running. Once in chase, survivor will usually (always if you are any good) need to run for almost all the time (it's almost certain he will not find 5s of standing still time).

    Also suggesting play certain killers - not true. I listed all the possible options against it. And one option is to take any killer and no addon/perk against specifically this perk. You can always just outplay it. Win the mindgame. Sometimes all you need to do is miss a single attack on purpose (giving you much better value from DH players then from say sprint burst players where you can't just miss to disable the perk).



    Overall - I would love it if say eruption - very strong and rewarding killer perk had so many conditions as DH (about same reward time-wise already considering survivor vs killer time). Because it's not possible to take survivor perk that denies kicking gen but allows working on it (the closest thing survivors have are repressed alliance that blocks the gen for everyone or blast mine that just prolongs the inevitable by ~5s). If there was any perk that can cancel any effect the gen has currently on it (so basically it would be counter to current meta - call of brine, overcharge and eruption) and did nothing else - it would still be used a lot. Killers have this and more (like said fearmonger counters also fogwise and partially other aura perks + helps with DMS+pain res combo).

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    All you have said here makes me doubt you have ever even so much as clicked the "Play as killer" button, let alone played an actual game as killer.

    And that last paragraph is you acting in bad faith. Utter nonsense.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    if you need a third health state then you are the one with a skill issue for running perks that broken

  • FeryGEN
    FeryGEN Member Posts: 629

    What other skill issue are you talking about? What skill is needed to press E at the moment of the killer's swing in the pallet? I still understand if you caught up with the survivor to the pallet and wait for DH, but when you need to swing you have no choice, what are you talking about?

    "I can 4k with it in the match or without it."

    The fact that the survivors lose with deadhard is not a problem with the weakness of the perk, if you use this logic, you can survive with No mither 5-10 matches in a row and say that it needs to be nerfed.

    DH is still the top 1 perk in the game, and it's not because of its weakness that it's being used, being able to just have an additional health level every 40 seconds, it's too strong, it's much stronger than MoM at the time of release.

  • XimaXNL
    XimaXNL Member Posts: 12

    DH already got nerfed hard, now it remains is a small window with a weird stupid animation which gives away the DH. The animation makes no sense, most skilled killers just wait out the DH. Waiting to use DH on the last moment often results in a delay and failed DH.

    So if you want DH to be nerfed more, you clearly can't see the complete picture.

    And secondly survivor perks have been nerfed alot harder the last year, too much killer orientated changes.