http://dbd.game/killswitch
I’ve played over 20 matches today, all of them had DH in them.
Why does it feel like that nerf did nothing? All it seems to do is give survivors a spirit burst and the ability to ignore all forms of damage. You get hit with a hatchet? You good! You get hit with literal metal from the ground? You good! Get hit with a giant club? You good! Just change it to basic attacks at this point. I’m just sick of seeing this perk in every single game and the one time I didn’t see it was a flashlight squad that never understood Lightborns use.
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I See it every single game 3-4 times a game, survivors who have thousands of hours and that's why it made me quit playing recently.
Not the DH itself, I bait it most of the time, It's just the boredom of playing the same dbd game on repeat.
You know their perks, you know their playstyle, you know they'll gen rush.
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Well…the first step is to stop calling the DH changes a Nerf. They changed how you use the perk, it kept its strength. A real nerf means the perk got either ruined or brought down to similar strength as other exhaustion perks and people actually had to decide to drop it or use it less.
Again, this was just a change, people still know it’s broken so they will continue to use it.
If this was a Killer perk it would have been fixed or gutted within 3 months but you might as well buckle in because BHVR not taking away Survivors favorite toy. It’s why the changes were not a nerf to begin with and why this perk will not be touched again for a long while.
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Download a movie or something beefy enough for your connection while playing killer. Easiest DH counter of the century. You won't even have to bait it out.
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Download a movie or something beefy enough for your connection while playing killer. Easiest DH counter of the century. You won't even have to bait it out.
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Yeah I’m all for basekit dead hard, that way killers won’t see the perk anymore and can stop complaining.
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Only if Killers get base kit NOED buddy.
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No problem lol
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Post edited by legacycolt on0 -
Am I genuinely the only person that remembers how abysmal the 4man E to Outplay DH for Distance bullshit was?
Like new DH isn't great but it's still a substantial improvement from something that was literally uncounterable in every situation, and used in over 75% of loadouts.
The nerf did something, I can promise you.
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I remember those days too, I started playing in 2017 and remember them very well. It was a madhouse of a sorts, but this change didn’t lower its usage as much as it should have. The fact that it can be used against special attacks is really obnoxious. Since most are decently hard to aim. Even more so on killers like Huntress and Pyramid Head, where you slow down to do the attack.
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Comments like these are to lighten up the mood on a theme that's been beaten to death. Also, the suggestion was meant to be obviously sarcastic because it won't actually work, you'll just get massive packet loss and your game will become unplayable, hence the no need to bait DH, because you literally won't be able to. Cheer up.
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Fun little side note, went back through my achievements and noticed my first ever Adapt was Spirit. September 28th 2018. I Never knew i got it.
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I'd argue that it going from being used over 75% of the time to 1-2 per match (the current stats I've seen flying around is ~40% but I don't know the source nor the accuracy of them, so do take it with a grain of salt, but at least my own experience lines up with that) is a pretty good improvement. Moreover, going from literally uncounterable in every situation to certain is another improvement.
And, what did you expect? With Endurance stacking gone, OTR lost most of it's relevancy, DS was gutted, SC was gutted, IQ was gutted- DH is literally the best perk survivors have, next to UB, Adrenaline, and SB (which can't be used with DH). Obviously it'd see the most useage when it's the best by a long shot, which I think should be an incentive to buff weaker perks instead of just nerfing the most used perks for the sake of nerfing them.
I'm not against further changes to DH, because it absolutely sucks to play against, but can we stop pretending that the nerf did nothing, and that it wasn't a nerf, because it absolutely was and removing DH4D was absolutely phenomenal.
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It would be in line with some killer powers like jolt or STBFL. Only triggering on Basic Attacks is normal for some killer perks.
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I know that but it just is boggling that it still is so high on the pick rate. Especially come the next survivor perks with blood rush.
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Blood Rush doesn't work with DH.
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I was more talking about how a lot of people still run DH in the PTB. Even though SB + BR would be better suited for long chases. And has active counters to it outside of waiting it out.
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Idk what’s serious or joke here anymore…
My Apologies
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Bwsted is around a lot. Sarcasm is his second nature. Always fun seeing him around.
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Honestly i think the best approach to the Endurance stacking would have been to introduce a different health state for freshly unhooked survivors. So that OTR still is effective after the freshly unhooked survivor gets hit. But without requiring 5 hits to down him.
On regard of DH, i think that something needs to change. Because lets face it, any killer perk with that pick rate would have been nerfed into oblivion after just a few months. DH however seems to be immune to this approach. Is it more balanced now than before? Absolutely. But the meta shake up missed its target in the regard that survivors should also use other perks.
So with DH being in a pretty good spot, the only option i see (without nerfing DH into oblivion) is to buff other Exhaustion perks to make them more appealing.
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I do believe in your statement but I would like to add that if they also buffed the exhausted giving killer perks a little more maybe it can even itself out.
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Honestly, DbD does terrible things to us. We're all prisoners of the Entity and we didn't know.
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Yes but playing dbd is like smoking cigarettes. You know it’s bad for you but you do it anyway 🤥
Post edited by legacycolt on2 -
Oh definetly. The perks could see more value by also getting a buff.
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So you have more opportunities to work with it and adapt
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It's the "press E to be immune to special attack lunges for a good half a second and get a huge speed boost" part that makes me treat it as half a nerf.
Against every telegraphed attack in the game, it got stronger between the cooldowns and speed boost. Even if you perfectly timed it before, you might move INTO the hitbox before the attack was over, or you'd still be right next to the Killer.
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I mean, if DH's output was the same as that of other exhaustion perks, there would be literally no reason to use it, since it's by far the hardest to use, and it's the only one that can fail.
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It doesn’t have to be the hardest to use, that’s the whole point of a rework. Change the power and conditions to make it less over-powered in use but make up for it another category. Is one choice or add some information to balance out the power. I’ll even do it for you.
Keep this level of strength and exact capabilities, sure, but ADD unique sign that a Survivor is carrying the perk DH. The most annoying thing about DH is the secrecy of who has it and who doesn’t (at this level of strength) because anybody could have it so Killers literally have to add a whole layer of precaution when attacking with the constant assumption they have DH and I need to waist time baiting it out or eating it forcefully at a loop.
Make survivors glow a little red when injured and not exhausted and Killers can then correctly play around DH with those that have it and play normally with those that don’t. Done.
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Exactly this. The perk is weaker for people that don't have good reaction time, but it's an absolute buff for survivors with good reaction time, and can do things like dead hard on reaction to a killer lunge. And the pick rate went down, because some survivors have mediocre reaction time, or mediocre game latency, and the perk is worse for those specific survivors.
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Right after the nerf and patch 6.1 we had a wounderful time, albeit a very short one. Peoples could, for the very first time in ages, slough off the chackles of the meta and just play whatever they wanted and try out many different things. During this time we saw all the different exhaustion perks in action and the very few people who tried DH mostly messed up, but when someone got it right you raised an eyebrow and said "well played! Grats and mad respect!" and gamed on. But for the most part, if you cornered a survivor with their pants down after a long and sweaty chase, you could just SWING, even LUNGE at them and they went down. Such a novel and fun concept, unheared of in ages.
But as time went by the good players quickly adapted to DHs new rules, figured out how to bait hits by running into the killer and its pickrate increased. Killers quickly wisened up to this and it became mostly a 50/50 if they remembered it or reflexively hit, but now DH was back on the table. Then survivors learned how to use DH before vaults and especially paletts and the deal was sealed: DH was back in full power and survivors again could greed and disrespect the killer to their hearts content, at least the good ones.
DH IS fairer then it was before the nerf and you CAN bait it out, but this are just academic discriptions. In essence DH is back in its spot as the number one picked exhaustion perk, because it gives the survivor a fighting chance when they should go down and when they are most vulnerable. Its the only exhaustion perk then can be used on command and without any really preliminary conditions, besides being wounded, which only comes into effect against a couple instadown killers and/or effects, otherwise if you aren't wounded you don't need it.
DH is so strong that you could actually make it just a once per game effect (maybe with a 1s or even 1.5s uptime) and it would STILL be strong. That it can be used over and over again without any hindrance is just mindboggling. Because it became again the top of the meta, you have to play around it every game and give every single survivor the benefit of the doubt, or suffer the consequences. There are so many complaints about this perk and how killers hate the way they have to assume its in play and they "got to sniff the survivors butt", that its evident that something is up. I can understand that it must feel empowering and awesome and extemely fun and exhilarating to pull off a successful DH, but this is one of the very few cases were I indeed have to make this an "us vs them" argument. It seems that survivors fun is rated much higher in this instance then the killers and it really feels aweful.
Something that is this dominant and oppressive shouldn't be in the game and while I know that it sucks to have your favorite toy taken away, this perk sucks so much fun out of playing killer, many survivor mains can't even begin to comprehend. Yes, some players will always complain about the next best thing when the strongest stuff is nerfed or taken away, but we never saw a Sprint Burst meta during the aftermath of 6.1 and I doubt that we will ever do so, even if DH was completely eliminated from the game. And even if Sprint Burst became the new meta, it would hardly compete with DH for its infuriating nature; Sprint Burst offers so much more oppertunities to squander its effect or to not have it ready when you need it, and a true 99%ed SB is so rare and far between that the killer would just have to deal with it at the beginning of the chase and could then decide if it was worth it or not.
Please BHVR, do something about DH. Its really killing killers again and again and again.
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..if you really can't tell the difference between old DH and this one, then either you're lying to yourself or painfully ignorant.
Old DH was completely uncounterable and used for safety/distance. There was no requirement of having to time the perk, you were invincible while using the perk, which is why everyone ran it. It was a guaranteed safety net.
Current DH may be irritating to deal with, but its not a gamebreaker. It doesn't stop a killer from winning a game if they are good. Its not a guaranteed health state or safety net anymore, there are times where you bring it and you get very little value from it. It's just annoying to deal with/assume everyone is running it (even when they aren't).
Its also one of the more fun perks to use, being able to actively interact with a killer mid-chase. Not a surprise why so many people run it.
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Honestly, on the topic of Dead Hard.
As an Oni main it makes my games literally unplayable.
U-N-P-L-A-Y-A-B-L-E I mean it.
Like imagine survivor staying wounded on purpurse the whole match because they know you getting your power don't freaking matters because all they have to do is press w in the opposite way and wait a little to press the "OH yeah, that hammer does nothing" key only to get a sprint boost to the next pallet to do it again.
I am not going to lie, it feels like Oni's power should just, you know, have three hitboxes or something that actually down survivors that chill in the animation T-bagging.
That one perk is all it takes to strip my killer of its power and its completely unreasonable.
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THIS! I too uninstalled this ######### game.
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It's why I stopped playing before 6.1.0 and I just can't queue up to go against the same generic survivors who don't impress me once. This game has fallen to the exact same state before 6.1.0, survivors running the best loadouts with 4 green med-kits and everyone has dh. Consistency in that makes me want to run a strong build and alch ring, then I just get salty.
It doesn't really matter if dh is just an s tier perk now, it's still just boring to play around after the 10000th time. League might have broken things in the game at any given time but every champ will go from awful to great within the span of 2 years.
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surv sided game
surv sided balancing
nobody care for killers
all they do is telling you that Killer job is make fun survs
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No exhaustion need a nerf not a buff, there's not a meta build that wouldnt have an exhaustion perk in it. OP exhaustion perks are one of the main reason killers have to run 4 slowdowns to keep up. Personally i would change the cooldown from 40 to 60-80 secs.
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Exhaustion perks contribute but are not the root cause of this. Nerfing them wouldn´t solve this issue.
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