How to fix Dead hard
dead hard is the most talked about perk in dbd right now. People have been clamoring for another nerf cause of how strong it still is and for what happened to eruption. I thought of ways to make it weaker while still maintaining its strength. Warning this is a hefty nerf I came up with.
-When running press the button to gain endurance for 0.25/0.50/0.75 seconds.
-When you get hit with dead hard, gain the deep wound effect. Gain the broken status effect for until you are unhooked
-If you miss DH or you get the hit, dead hard deactivates for the whole match.
so pretty much I removed the exhaustion so it’s powerful effect can’t be used more than once. Having a 3rd health state is so strong it should only be a one time thing. I made the perk apply broken cause there’s nothing more punishing then getting hit by DH then seeing them heal up instantly. So I added broken so they pay the price for a 3rd heath state.
I know it doesn’t solve the problem of playing by pallets or windows but it will give a hefty punishment for using it and it will only apply once so if there’s 4 it will only activate 4 times. That’s the change I did. Do you agree?
TDRL: I removed exhaustion so it can’t activate more than once and I added broken after getting the hit so they can’t just heal back up after a 3rd health state.
Comments
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DH's major issue (distance) has been addressed and resolved.
Now it has a counter and can no longer be threatening as before.
Cope with it, adapt and go on
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DH is fine.
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The old had just too much uses.
The new version with all these white tanking hits i don´t like at all. Also the animations don´t fit.
Just go back to old Dead Hard with the distance but just one time use in trial. After u used it, it deactivates. Would still be very powerful but it would not nearly as annoying as it was and is.
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DH’s old major issue was removed and replaced with new issues. What old DH was doesn’t matter in the present moment, old DH is gone and is completely independent of new DH.
The perk is still way too strong, just for different reasons.
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They could make it so it can only be used once successfully.
Or it becomes an anti tunnel perk and its only usable after getting hooked, which denies its usage at the start of the match.
Or remove the speed boost from getting hit during it as well.
Theres also the idea of making you broken for 80 secs when using it.
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all of those were my original ideas. I didn’t want to make broken 80 seconds cause it would feel pointless Having it be permanent until unhook feels better cause it’s like a trade off you get a 3rd health state but you can’t heal back
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Current DH does not need any changes. It’s got plenty of counter. Old DH had zero counter when used for distance.
Let’s try and discourage gutting perks to the point of not being viable anymore. I wish every perk could have a viable use in a build.
1