Will dead hard also get nerfed on the upcoming patch with eruption?

Hopefully they will, this isn't a fighting game. What kind of asymmetrical horror game where the killer needs to get so up close and sniff the survivors butt and wait several seconds just to hit them, This isn't healthy for the game. It looks ridiculous seing the killer gets so close to survivor and waiting out the dead hard while the survivor spun 2-5 times baiting out the dead hard before using it, and the killer fov also doesn't help. You don't get the satisfaction of Long swing basic attack because you're worried of dead hard, because 90% of survivors use dead hard. And think how frustrating it is for new players.


And Dead hard is basically a free health state and stupid easy to use against demogorgon, trickster, huntress, near pallet, and knights guard. I know most of you will probably say SB is stronger, don't lie to yourself. There is a reason dh is still the most used survivor perk and why use dead hard instead of SB. If SB is stronger, you will use that instead of DH.

Comments

  • Chadku
    Chadku Member Posts: 735

    I wish the speedboost you get from Dead Hard was just a second

  • Distortion_Enjoyer
    Distortion_Enjoyer Applicant Posts: 83
    edited February 2023

    sadly they dont do balance changes based on peoples feelings, they go by mass collected data, if things need nerfed they probably will be

  • GensByDaylight
    GensByDaylight Member Posts: 528

    Very true!

    I had a SWF get mad at me last night. They said that I was paying to win by using the dredge with his adept perks, and I should be banned because of it! I didn't even know you had to pay to get dredge, I must've been hacking!

    Someone on the fourms was complaining about aura perks??? This happened a few weeks ago...

    Can't wait for people to start wanting nerfs on No Mither and Spies.

    Also, what about pig? Where's her love? She needs nerfs too you know.

    The only nerf to DH that I can think of without changing its purpose is to add hemmorage and mangled after a hit, which may not really matter.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    You don't need to rework too much. I think its mostly fine but if it did need a change it should have two changes

    1. Increase the time you can't pull down or vault windows and pallets by a small amount to allow a bigger window to wait it out and hit

    2. Make it on a token system. 3 or 4 tokens and Once the tokens are gone then you can't use the perk anymore.

    These changes keep it mostly the same and allows for skillful gameplay which if I remind everyone something everyone complained about with old dead hard.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,951

    Or this might be not be the best idea.

    If they get a dead hard hit they get incapacitated for 30 seconds.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,951

    thats why I said it wasn’t really the best I’m just trying to find ways. I did it cause it feels punishing to not get a down and they can just use it easily at pallets. I did this so they can’t just easily get in a gen after escaping a chase. If that’s not good then we can do this

    After you use dead hard and you don’t get hit you can’t interact with anything for 2 seconds. So you can’t just abuse it at windows and pallets.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I think 2 seconds is too long. Maybe by a small amount more like .25 seconds longer

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,951

    That could work but I don’t think that would still fix the core problem that you have to literally sniff survivors asses just to not get hit by DH.

    Imagine if in call of duty there was a perk where if you press A you are invincible to bullets and grenades. Imagine that you can’t shoot the guy cause he might have the perk. That’s bad game design if I find the survivor and swing at them I deserve that win. I shouldn’t have to wait just to get my hit.

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,920

    If you can't wait 0.5 seconds in a open region or by a window, then idk what to tell you

    Old Dead Hard was a crime against game design, the current one we have rewards good timing, it really isn't that difficult to bait it out or see it coming now

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I don't really see that as an issue. At that point it's a waiting game. It's the chance to show who has more skill between both players.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013
    edited February 2023

    🎶 I ######### hope not 🎶

    Srsly though, DH is good for sure, go to perk for any survivor who wants to run a halfway decent chase. Probably one of the top 3 most useful survivor perks. (Some killers hard counter it. Imo windows and prove are more universally useful)

    But it's not an automatic health state like the killer mains keep claiming. GOOD survivor players sometimes make it look easy but it's a hard perk to use for majority of players.

    When I play killer I have very little trouble countering it. I get caught out by it, but more often than not, I am able to play around it without much trouble.

    It's a pivotal perk in high mmr games where there isn't much room for error on either side. But if you're good enough with killer to hit that sort of mmr then you have to deal with it. You've rofl stomped a lot of survivors to get to that level so you've got to compete with the same level of skill on the other team.

  • JustWhimsical
    JustWhimsical Member Posts: 590

    My one complaint with the perk is that the meta change didn't solve its overuse for a month, it was barely used, but now it's back to being overly used, which I just find so boring. I have the same feeling going against eruption 5th game in a row, and the meta is still really stale.

  • Mr_K
    Mr_K Member Posts: 9,405

    If you run it into the ground something else will take its place. Then you will be bored of that perk. Sometimes you have to give alternatives instead of always looking to bring something down.

  • Quizzy
    Quizzy Member Posts: 862

    They will still complain even if its token based. Killers will be mad they still have to predict dh even if they dont use it close to pallet. Being outskilled isnt fun supposedly

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,131

    Make Dead Hard like DS, where it deactivates for the rest of the game if it successfully triggers.

    Or remove the speed burst that happens if it successfully triggers. We don’t need an on-demand sprint burst in this game.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,042

    BHVR could delete dead hard from the game, burn down the building where it was coded, and perma ban anyone who ever put a single blood point into David.

    Two weeks later this forum would be filled with posts about how annoying and unplayable it is when survivors 99% Sprint burst.

  • burt0r
    burt0r Member Posts: 4,181
    edited February 2023
  • JustWhimsical
    JustWhimsical Member Posts: 590
    edited February 2023

    What would you consider giving alternatives, because I was under the impression the new killer meta was like that, but I suppose you are right that if you run something into the ground something else will take it's place. Though I don't really like the alternatives to slowdown the devs added as they kind of got really old really fast.

    Also I just feel like perks like dead hard and eruption are both just not really well-designed perks in general..

  • Blueberry
    Blueberry Member Posts: 13,671

    Hopefully it gets reworked, super unhealthy.

  • Mr_K
    Mr_K Member Posts: 9,405
    edited February 2023

    There have been some examples of poor perk design. DS, MoM, and Dead Hard. Out of these three only one survived its changes because its the only one that's still useful.

    DS, stun is too short.

    MoM, just bad design

    DH, no more distance but require timing to be effective.

    To remove DH you would have to make it useless. To reduce its use, you have to provide perks that actually do something.

    Now that something should not be brain dead push button = win. But something that requires timing and narrow use.


    As for killer perks, they already suffered this burried into the groung problem. Most on release. I was going through perks the other day to do a Freddy daily. I had a hard time finding any decent perks outside slowdown and auras. Variety is the spice of life and killers perks are all salt.

  • TigerSnake
    TigerSnake Member Posts: 531

    Without a complete rework, DH will never be fair, and if they’re not willing to rework Nurse from the ground up, they won’t do it to DH. I am hoping for something though, like the effect providing less value or having more of a cost to it, otherwise I will be very frustrated when I know for a fact that the killer meta perks will be heavily nerfed.

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    And they probably won't be touching any of the Gen speed perks making it even worse for Killers Gen defense.

  • Brimp
    Brimp Member Posts: 3,130

    Thats what is needs tbh a complete rework to make it an actual skillful perk. Even against m1's its more of a gamble while m2's its even stronger than before.

  • Deathstroke
    Deathstroke Member Posts: 3,554

    I have though this idea too so killers would not have to bait it out as most likely you will going to hit it once anyway so you have to only just eat it once and that's it. But I think ds with 80s timer should be made basekit then because dh can work as anti-tunneling perk too so survivors need something to help in that as tunneling is even now most viable strat and would still be.

  • Akumakaji
    Akumakaji Member Posts: 5,500

    How about a middle ground? The new DH gets one use and recharges if you get tunneled.

  • Deathstroke
    Deathstroke Member Posts: 3,554

    I think that could be too exploitable and tunneling is strat which I hope to be less effective. It's even unfun often for me as killer. I have stopped using it mostly now that im red rank 1 and spread my hooks. What I hope that would be most viable strat is to hook survivor A then B then A again then C, B again or D and then A for example. 8 hooking should never be the best strat I pull that off at times so I wonder how badly I would destroy some poor survivors if it would be the best... It would require massive killer buffs anyway so something in the middle ground I find should be the best and killers could get some more reasonable buffs then.

  • Akumakaji
    Akumakaji Member Posts: 5,500

    My DBD dream is this: killers get a BBQ light as basekit, ie on hook show them one random survivor that is 24m+ away AND give the killer a sizeable (like +15%) movement speed if they move in that general direction and aren't in any chase and something like 16m away from their target, thus making map traversal less of a pain for slow and/or M1 killers, but don't give them an unfair advantage in the chase, either.


    Also give back incentives to hook everyone, ie a new score event "Entity appetiser" where you get +5k BP if you hook everyone at least once. As a bonus I would love some kind of Grim Embrace kina effect "block all gens for 30s upon hooking everyone at least once, while no survivor is dead". Tunnelers are gonna to tunnel, no matter what, but it would be nice to somehow enable a fun game without purposefully sabotaging yourself.


    If you want killers not to camp and tunnel on default, then you need to make the fun way of playing worthwhile. You can only apply so much of the stick before they lash out, but the carrot is often the more effective tool.

  • VirtuaTyKing
    VirtuaTyKing Member Posts: 470

    I've come back after 6 months and can't say I'm impressed with the DH sprint burst lol.

    I'm rusty so might adjust to baiting it better but what has got on my nerves is when someone does it close range I can't see the flash.

    I look to the ground thinking I downed them and poof they are gone. Make a noise notification for god sake.

    Also have got it mixed up with BT at times. Would it be hard to make it flash a different colour.

  • Xernoton
    Xernoton Member Posts: 5,948
  • JudithMorel
    JudithMorel Member Posts: 562

    Dead Hard is fine in its current state, skill issue.

  • SweetTerror
    SweetTerror Member Posts: 2,697

    Personally I don't think DS should be made base-kit since there's already base-kit BT. Not to mention, when you combine that with OTR, the two make for a great anti-tunneling combo. Having more on top of that is just too much.

  • Akumakaji
    Akumakaji Member Posts: 5,500

    I dont get why everyone wants everything to become basekit. All that does is diluting perk variety and cementing the meta, as you get your cake, while also eating it with a side of your more "flashy and fun" meta perks.

    Of course I would somewhat like to have a mini Corrupt Intervention on each and every of my killers, but here is the big idea: if I really think that I need this safety net at the start, there already IS a solution: I have Corrupt Intervention unlooked for all my killers and could just equip it. No need to ######### and moan about making it basekit, if I think that I need it, its already there.

    If it WERE to be made basekit, even at just 25s or something, then I would probably never equip it again and just got +1 perk slot. How many native BT have you seen in the last month? Or two month? Maybe 2 combined? And that was probably returning players who had it still in their loadouts, not peeps that thought "dayum ... 20s of endurance ofter unhooking, THATS what will bring more value then Windows of Opportunity".

    Each perk becoming basekit is a perk thats destroying loadout variety even more and just cementing the meta.

  • Deathstroke
    Deathstroke Member Posts: 3,554

    That's good idea but killers would still use it to tunnel so I think stick is neccesary too not just carrot. Like blight is killer who can travel around map but often just goes to kick gens and then returns to hook... So basekit ds would be there to punish it. I think kill rates would go way up without it. So tunneling has to be nerfed to make other playstyles the more viable option. Also hook grabs should be removed from healthy survivors. I think they're just unhealthy. Either deadlock or mini corrupt probably should be basekit. Killer is at beginning of the match at his weakest and too many games results are decided right at the beginning. At very least survivors should always spawn together so there would not be 3 survivors working on 3 separated generators. Killers should not feel they have to tunnel/camp to win.

  • Bwsted
    Bwsted Member Posts: 3,452

    They haven't given an indication they're going to, but it's still possibile.

    CoH is on the list, though.